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Topic: Help communicating art requirements for map tiles |
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lerno
Seaman
Joined: 23 May 2012 Online Status: Offline Posts: 5 |
![]() Topic: Help communicating art requirements for map tilesPosted: 27 January 2013 at 11:05am |
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I'm looking for advice on how to correctly communicate pixel art requirements.
I keep getting disappointing results despite my best attempts to keep requirements clear. This is not just wasting money, but it's a great time-stealer as well. I'm posting here hoping that someone could offer some suggestions. This is what I have been asking for, and been using as a base specification (together with a list of tiles) - Colours and atmosphere in the spirit of the lush grass and forests of these examples: http://imgur.com/a/CT3kJ - Map tiles are standard old school orthogonal 2D: http://imgur.com/a/E6npN - Buildings to be rendered at an unusually low angle, like this: http://lazarus.elte.hu/hun/digkonyv/szakdolg/katona/image/amiga_game/010_01_defender_of_the_crown.jpg - Examples of really awesome buildings: http://jonik9i.deviantart.com/art/Buildings-for-game-4-190858434 Then I go on and explain: - Tiles are either 32x32 or 48x48 at the smallest size, and a hires version with no additional details at twice that resolution. - We can use various software rendering techniques to make things like grassland look less repetitious. Problems so far: - The palette, people really have difficulty understanding what the difference if between the examples I give and the usual palettes (like this one http://static.tvtropes.org/pmwiki/pub/images/wesnoth-1_9_0-3_1640.jpg) - People don't understand the limitations when constructing 32x32 buildings, so we get things with impossibly many details, that don't look good on a small screen. Like they try to draw a city using 3-4 different towers in a 32x32 square. I would expect them going for a simple design with perhaps a tower and a city wall. - Some don't understand that a large palette is allowed and create something things that look like buildings from an 8-bit game. - Because most good pixel art is isometric, I'm often forced to use those as reference for colours and textures. I keep saying that these only show the colour and texture, but that doesn't stop people from repeatedly asking if I want isometric art instead. I'm trying to give images as examples and I am surprised how little effect my examples have on the direction of the art. I keep wondering why I keep getting results that differ greatly (in both style and colour) from the examples I give and I'm grateful for any advice I can get in order to be able to properly communicate the art direction for the map. Help? |
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