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Also replying to ev149:
I'm aware of the grid and how horrible it is currently, ev's edit has helped quite a lot. I'll do an edit over the next week or so, my current habit is to keep the grid visible because it's tactically important (for mockups of tabletop-style TBS type things) but in this one it'll look much better if it's like ev's edit.
img641.imageshack.us/img641/1189/35572027.png
Quick edit of three tiles.
I see.
You have a visible grid. Just cull all those dark pixels at the edges of the tiles, make them more seamless.
Yep, that's currently it. I'm still not sure whether I should bump the contrast, but I'll play around with it.
because I'm using the tiles in a non standard way they can exceed the grid without an issue, and it makes the ground look less like it's made of static squares, but it's currently not working as well as it did for ilopocalypse.. I've added a mockup to the detail file.
I think on the Lightest one, there should be some parts that go into or concave into the tile's boundary, so there's a clear distinction just based on the silhouette. And even though it wouldn't really makes sense, you could use color to indicate the sizes too. At least make the contrast between the brown and the metal bits a little bit stronger... although, the more I look at it, the better it is... I guess the first impression is there's not enough distinction between sizes.
I think there's too much noise. There should be tiles that are fairly plain, otherwise it would cause eye strain.
Increase in contrast would really help. I'm guessing that's just metal parts/junk on dirt, right?
I like the grid. It gives a cool boardgame touch to the tiles. Not so sure about the low contrast.
A nice piece anyway, makes me want to play HeroQuest and games like that.