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Turon
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Quote Turon Replybullet Topic: Cliff/Grassland Tileset WIP
    Posted: 28 October 2014 at 11:01am
So I made a new tileset and its now 16-16 pixels high and wide. The game I'm making will use the Sega Genesis Color Palette with 32 colors on screen at a time.

I can see that my tileset isn't perfect but I think its the best tileset I've made so far. I think the structure of the set could be more efficient.

Note: The grass tops and the rough edges are treated as seperate objects in the game engine I have on "Game Editor".

Latest Incarnation:



Edited by Turon - 07 December 2014 at 4:54am
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DrTripwire
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Quote DrTripwire Replybullet Posted: 28 October 2014 at 9:20pm
I love the texture, but I think the orange might be a little too harsh on the eyes. Could be just me, though.
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Turon
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Quote Turon Replybullet Posted: 29 October 2014 at 1:10am
Okay it looks very Orange but it doesn't look like Lava does it?
How's the grass? Cause it was quite a struggle getting grass that would look good with the ground.
I really need to relook the tile structures, any suggestions?     

Does this look better than my previous attemp Here?

Edited by Turon - 30 October 2014 at 1:48am
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DrTripwire
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Quote DrTripwire Replybullet Posted: 29 October 2014 at 6:12am
It could look like lava, but, since there's the grass, I don't think anyone will think so.

I like the grass!

I can't help you with tile structures, I'm sorry. D:

Nice improvement
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Turon
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Quote Turon Replybullet Posted: 30 October 2014 at 1:47am
Does anyone here know about tiles?
And do you think a more creamy colored rock would do better than orange?

Edited by Turon - 30 October 2014 at 1:50am
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Quote DwindlingDwarf Replybullet Posted: 31 October 2014 at 3:13pm
I think classic dirt should be more brown (less saturated too), maybe a hint of yellowy brown as highlights? Try it and I'll be happy to see what progress you make with this game :D
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Turon
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Quote Turon Replybullet Posted: 01 November 2014 at 9:35am
I think I have something that could work but it'll need a few mores tests. And as for the game it'll be a Metrtoidvanian Platformer/ Action RPG it'll have a flip mechanic between sidescrolling and top-down perspective.So far though this tileset is the most evident piece of progress.
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Quote RebeaLeion Replybullet Posted: 01 November 2014 at 10:05am
I remade it a bit. I kept your colours on the first and made change on the second attempt.





Edited by RebeaLeion - 01 November 2014 at 10:07am
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Turon
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Quote Turon Replybullet Posted: 02 November 2014 at 6:04am
Has anyone played Trip World? well... my tile were inisualy based on those from trip wold but I realize I actually wanted tiles with rough edges liken to cave story and made the following alterations.
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Turon
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Quote Turon Replybullet Posted: 03 November 2014 at 4:55am
Well anyway here it its! its much the same really just with some color alterations,
I have made my own analysis but I'll only mention it after you reply, any thoughts?

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Quote jalonso Replybullet Posted: 03 November 2014 at 5:20am
I find the rocks/ground far too busy.
Simplifying those tiles and adding a bit of depth shadowing should help.
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Turon
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Quote Turon Replybullet Posted: 03 November 2014 at 6:22am
Yes I was thinking that the rock might be a bit busy... but what's depth shadowing?
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Quote jalonso Replybullet Posted: 03 November 2014 at 6:30am
Adding a bit of ground shadow below the grass with whatever dark colors you use on the rocks/ground so it both adds depths and defines the playable platforms.
Not the best example but this should give you an idea.
http://www.pixeljoint.com/pixelart/28949.htm
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Turon
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Quote Turon Replybullet Posted: 03 November 2014 at 8:05am
Is RebeaLeion's edit closer to the ideal?
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Quote jalonso Replybullet Posted: 03 November 2014 at 8:53am
I dunno about 'ideal' but RebeaLeion's edit is just what I mentioned.
Notice how it reads much better and is more defined
whereas your is more of a pixel pudding.
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Turon
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Quote Turon Replybullet Posted: 04 November 2014 at 5:41am
Okay well I got rid of 4 unnecessary tiles and redid 2, I believe I may have added more form to the ground but I don't know about shadowing... Thoughts?

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Quote jalonso Replybullet Posted: 04 November 2014 at 6:33am
This just shows the defining shadow under the grass a bit exaggerated.
The grass looks fine but the rocks are just too busy and do not read as rocks.
I would simplify that area.

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Turon
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Quote Turon Replybullet Posted: 04 November 2014 at 6:40am
Do you think what I put out just now is a improvement of not really? also another thing is that the ground is actually supposed to be a cliff. I think I'm happier with what I go just now, but I'll see if I can do the shading part.


Edited by Turon - 04 November 2014 at 6:41am
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jalonso
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Quote jalonso Replybullet Posted: 04 November 2014 at 6:57am
Well, if you're happy with it as it is then its case closed.

To me its not an improvement because I don't 'see' what you want me to see.

Creating any art should be what you want it to be because art is subjective but, at some point all artists have to take the viewer into account because art is a form of communication and communication is a two way street.
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Turon
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Quote Turon Replybullet Posted: 04 November 2014 at 8:36am
well I have less tiles and less tiles are easier to regulate right? and I plan to slope tiles too. I'm going to make the rock look right first, but when you said it didn't look like rock were you pointing at a specific area or the whole thing?

Edited by Turon - 04 November 2014 at 12:14pm
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Turon
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Quote Turon Replybullet Posted: 04 November 2014 at 11:07pm
RebeiLeion@, when you did your edit were you thinking of a cliff or the ground in a terrarium through glass?
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RebeaLeion
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Quote RebeaLeion Replybullet Posted: 05 November 2014 at 1:32am
Nah, I just tried to remake it. I am novice so it was more for a practice.... I tried to show a readability.

Edited by RebeaLeion - 05 November 2014 at 1:32am
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Turon
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Quote Turon Replybullet Posted: 05 November 2014 at 4:07am
Jalonso@, Do these tiles look like rock?

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Turon
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Quote Turon Replybullet Posted: 06 November 2014 at 2:23am
Well I'm gonna redo some of the rock to be more like the two I just showed.
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Quote Turon Replybullet Posted: 09 November 2014 at 10:34am
This is what I got now, Its not the final product but I hope its a improvement does it look like rock?
I do plan on altering the colors on a later date.


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Turon
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Quote Turon Replybullet Posted: 10 November 2014 at 8:16am
Does it look like rock?
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eishiya
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Quote eishiya Replybullet Posted: 10 November 2014 at 8:19am
On their own, the rock tiles do not look like rock, no. They look vaguely like dirt only because of the green on top. The orange colour doesn't help.

Look at the shapes you're defining. They're highly irregular, stretched in various ways, with long branches(!). Rocks and dirt on cliff faces do not tend to look like that, so those shapes do not read as rocks/dirt. In addition, all of your shapes are defined effectively as lineart - dark lines separating (somewhat pillow-shaded?) areas of light. Whether you want rocks or layers of dirt, you can't define them with just outlines, you'll need to think about their forms and how those forms are affected by light. Try separating your various rocks/segments by juxtaposing highlights with shadows, instead of putting a dark outline on everything.

You haven't been clear about what you're trying to draw here, which isn't helping people give you advice. Is it loose dirt? Compacted dirt in layers? Classic game-style rocks? A more specific sort of rock? You mentioned Tripworld, but that has cliffs made mostly of large boulders, very different from what you've made here.

I think you should focus on just pixelling a cliff face that looks good to you, and split it up into tiles later. I fear that by focusing on the tiling aspects, you're not letting yourself focus on the overall appearance.


Edited by eishiya - 10 November 2014 at 8:20am
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Turon
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Quote Turon Replybullet Posted: 10 November 2014 at 8:26am
maybe the irregular apearence of the tiles is a reflection of my own confusion. I really don't know what to do now... what does juxtaposing the rock forms mean?


Edited by Turon - 10 November 2014 at 8:31am
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eishiya
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Quote eishiya Replybullet Posted: 10 November 2014 at 9:00am
"Juxtaposing" means to position things next to each other in a way that provides contrast. By "forms", I mean the implied 3D form (versus flat, 2D shape) of the rocks. Shapes are what you're making because you're working in 2D, but you can create (imply) forms by careful use of light and shadow. For example, check out this Frogatto screenshot.  Most of the rocks are not outlined, yet you can still see individual rocks. This is because the lightest parts (highlights) are positioned next to darker parts of other rocks. Contrast works even better than lines at separating forms and planes.

Juxtaposing highlights and shadows (placing them next to each other) will allow you to create separations between individual rocks without needing to use outlines.

It does look like you're not sure of what you want, and that's probably why you're struggling so much with these tiles.
Let's start with the basics: What is this tileset for? Is it for a game you're making, or just for practice, or something else? Is it meant to fit in with any existing assets? It's always difficult to make assets without a clear idea of the wider picture, so even if you're not making a full game, it might help to think about what sort of world these tiles are meant to be a part of. For example, if the game/world/whatever takes place in the wild west, you'd have different kinds of cliffs than you would if it took place on a planet where everything is made of bubbles.


Edited by eishiya - 10 November 2014 at 9:02am
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Quote StoneStephenT Replybullet Posted: 10 November 2014 at 9:01am
Your biggest problem with your rock tiles is the lack of contrast between the rocks supposedly jutting out from the earth and the earth itself.



This image from PJ user Doppleganger should show you what I mean. Look at the cliff walls at both the near-top of the image and in the water area. You can determine a clear light source from the shading, make out individual rocks, and get a sense of depth as a result.

For an example closer to what you're trying to build, take a look at this image from PJ user Cage_AK:



Again: clear light source, individual rocks, implied depth as a result.

The rocks in your tiles have both an ill-defined light source and little-to-no "individuality". Your tiles appear to be more mud than rock. Tighten up the shapes of the rocks and contrast them more with the earth/dirt from which they jut out.

If it gets tough, remember that you're going to get better by perservering and working through it. You can make this better, even if you don't think you can at first. And people here are willing to help if you really need it.

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Turon
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Quote Turon Replybullet Posted: 10 November 2014 at 12:37pm
So yu guys say that you need more background to figure out what I'm trying to do? I get the feeling this topic will span multiple pages.

You see in the world I'm trying to portray has a rainforest at the base but steep mountains rise above the forest and floating islands at the same level as the mountain tops,
and the islands and mountain tops are covered with shrubby terrain and giant western pasqueflowers.

I came across the theme after a huge brain storm and I drew this picture with markers, I except that it isn't pixel-art but I just feel I have to show you all.

Because it isn't pixel art I have provided a link to the image:
http://s1373.photobucket.com/component/Download-File?file=%2Falbums%2Fag385%2FTurokei%2FExample_zps8f25d54a.png



Edited by Turon - 10 November 2014 at 12:37pm
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eishiya
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Quote eishiya Replybullet Posted: 10 November 2014 at 2:58pm
You didn't really think you could just get a quick answer and be done right away, did you? xP


The part you're tiling right now, it's meant to be a floating island, right? Is the island meant to have very different terrain from the mountains and rainforests below it, or is it meant to look like it broke off/flew up from the ground? In other words, how similar is the ground on it to that of the land below? You can actually suggest how the islands formed through how you texture their ground. For example, if you make the tiles convey a ripped and twisted pattern, it'll look like the islands were wrenched off the earth relatively recently (geologically - could still be millions of years!). If they look very smooth and have different colours from the land below, they'll look like they floated in from somewhere else and have been floating for eons... there are many possibilities. Thinking of it might help you come up with an appropriate visual to aim for.

Here are some images of similar terrain for reference and inspiration (these are all places where mountains and tropical rainforests are next to each other):
St. Lucia, Vietnam, more Vietnam.

Different mountains have different textures and colours. You don't have to know all about geology to draw them, but here are a few pointers:
- Rainforests don't grow on mountains. Instead, they'll grow in lower-lying areas where soil can accumulate. It looks like you already know this, but I wanted to point it out because of one thing: the soil where the forest grows will be much darker than the soil and rocks up in the mountains. This is because that fertile rainforest soil is made mostly of decomposed plant material, not parts of the surrounding rocks.
- Mountains are not piles of rocks. They are uplifted and partially eroded segments of what was once bedrock, or they are cooled lava flows, or a combination of the two. They are consolidated masses of soil or rock, not piles of loose rock. Mountains can have piles of rocks on and around them though, since they erode over time. What this means to you is that when you make your tile set, you shouldn't be aiming to make it look like your mountains are a bunch of rocks that are all cemented together. Instead, it should be a consolidated surface that possibly has some rocks in/on it, or it's a roughly textured rocky surface where parts of the mountains have eroded away. In pictorial terms, don't make your mountains look like this because that's a pile of rocks, instead aim for something that feels consolidated and structured, like the larger image StoneStephenT posted, or this. When in doubt, look up reference and simplify/tile-ify what you learn from it.

I realise that's not directly helpful to make your existing tiles look good, but I hope it'll give you something to think about, and a direction to go in. It's much easier to make things when you have a clear visual of what you want.
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Quote Turon Replybullet Posted: 10 November 2014 at 10:36pm
The Floating Island concept might have complicated things for me as I had enitouly intended to Islands to have similar terrain as the mountains.

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Quote eishiya Replybullet Posted: 11 November 2014 at 8:00am
Giving them similar terrain is just as telling (to the player/viewer) as different terrain, since it implies the islands were created in a similar way, at around the same time - a natural part of this world's magic-fueled geology. It also makes your job easier, since you'll be able to use the same tiles for the mountains and the islands. And, the references I linked (and similar refs you find) will work for the islands too in that case!
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Quote Turon Replybullet Posted: 11 November 2014 at 8:59am
Okay then its settled, the floating islands are just there for a bit of platforming as for the ground I think
it would probably be easier for me to start a fresh do you have any tips on starting things up?
As for the colors I've decided to use 4 colors on the ground instead of 3.
 
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Quote eishiya Replybullet Posted: 11 November 2014 at 9:47am
I recommend starting by figuring out how the ground looks, and worry about tiling and the colours later. It's easy to reduce the colour count later. You could even start working in greyscale and colorise later. If your tiles work in greyscale, they'll work in colour, but when you're working in colour, it can be easy to not notice that your tiles lack contrast or form.

If you have time, get a pencil and do some studies from photo reference of different ways cliffs and such look, so that you can get a feel for the kinds of shapes and values you find in that sort of thing.
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Quote PixelSnader Replybullet Posted: 11 November 2014 at 5:53pm
Actually I think those two examples look rather flat. Yes, the tiles individually have depth, but because they ALL do, it feels more like a bas-relief than actual depth and separated form.

Compare those to these images:





They (and the linked frogatto image) prioritize form over detail, which makes them a lot more readable as a whole image.

It's a very common problem for pixel artists, they put the cart (detail) before the horse (form). It's logical when you consider that pixel art revolves around pixel-level control, so very small scale. Makes you forget about the large scale really easily.

But you shouldn't, because that large scale is actually much more important. You can make a decently playable game without details (cough thomaswasalone cough) but you can't make a game that plays well if players cant discern what is what.

So for that reason I suggest creating a mockup first. Paint in the background, paint in the floating islands, then paint in the foreground with the platforms and interactable objects, and only then start adding in details. And then based on that whole image, you can start figuring out how to turn it in to tiles.

Remember, an architect doesn't design a house by sketching the doorhandles first.

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Quote heyguy Replybullet Posted: 12 November 2014 at 12:52am
Check this tutorial out. It looks like it might be right up your alley!

http://www.wildbunny.co.uk/blog/2012/03/01/designing-a-retro-pixel-art-tile-set/

Right now I think it rock looks too much like dirt. You could change the color to a blue, gray, purple, etc but I think you need to do some repixeling.



Also, why don't you create some darker lower tiles similar to the tiles in that third image posted by PixelSnader?
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Quote Limes Replybullet Posted: 12 November 2014 at 9:30am
I don't see much difference in your drawing from...




I would scrap what you have and start from fresh colors, Just go for a very rocky feeling and try to avoid that orangy color.

Edited by Limes - 12 November 2014 at 9:30am
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Turon
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Quote Turon Replybullet Posted: 12 November 2014 at 11:28am
Yes that's what I was gonna do and I'm aiming to make to ground more like in the "Sword of Mana". hehe some things about that game I just don't understand, but the pixel art in that game is awesome!
oh and eishiya thanks for the warning I was considering making my rock just like that !













Edited by Turon - 12 November 2014 at 11:31am
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Quote Turon Replybullet Posted: 17 November 2014 at 1:19am
I've decided to go monochrome, but that's not so easy as it may sacrifice important details in the grass, I need more than the 4 shades of the game boy,
I heard that the Wonderswan could display 8 shades of grey but I can't find anything, can someone give a hand please? 

Edited by Turon - 17 November 2014 at 1:20am
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Quote eishiya Replybullet Posted: 17 November 2014 at 5:17am
Since you're relatively new, I think you should just worry about getting things to look how you want instead of conforming to existing hardware. Work on getting good, then you can work on working with stricter limitations when you don't have to worry about more basic concepts anymore.

I've found a couple of sources that also say the WonderSwan had 8 greys, but you're not likely to find a palette for it since it's just greys (likely equally spaced), and since modern palettes for old devices aren't actually accurate, since even if their colour values are identical, they were seen in a different context and thus perceived differently from how we'd see them. For example, the Gameboy's "greys" were really green on the screen (and the shades varied depending on the light, since it was not backlit), and has empty space around each pixel.
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Quote Turon Replybullet Posted: 18 November 2014 at 4:53am
Thanks Eishiya, I think I've nailed the grass but the ground doesn't look right its not done yet either but...
 
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Quote Turon Replybullet Posted: 19 November 2014 at 12:31am
Wait here I've got rock now! but its still not quite right, but what do you think? thoughts?

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Quote eishiya Replybullet Posted: 19 November 2014 at 5:53am
Grass: It looks pillow-shaded xP It's not bad to have an outline on the grass, but in general it'll look more natural to had it lighter on top, darker closer to the ground.

Rocks: A vast improvement over your earlier ones, but it reads largely as a pile of rocks (or scales, even) rather than something structured. Have you looked at reference? Are you going for any specific look or structure, or just trying things until something looks good?
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Quote Turon Replybullet Posted: 20 November 2014 at 12:22am
Well I actually wanted to do something similar to the Sword of Mana but it just turned into a pile of rocks, and when I tryed again it still turned into a pile of rocks...


Edited by Turon - 20 November 2014 at 12:23am
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Quote MrHai Replybullet Posted: 20 November 2014 at 4:55am
Make no mistake, your latest effort is a huge improvement. It seems you have grasped some key concepts about pixeling rock/ground. Don't be discouraged if your next try still isn't what you want it to be. For every iteration you learn something. I think your progress so far is quite impressive, keep going!
"Work is more fun than fun"
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Quote eishiya Replybullet Posted: 20 November 2014 at 6:35am
The Sword of Mana cliffs are largely nonsense (but those same tiles recoloured as cave walls work well), but they feel very structured and they're pretty. I think you chose a great source of inspiration. Definitely do study the SoM tiles. The way they and most other artists achieve structure is by not using their full range of values on every single detail. Instead, they use the full range to define the general form (such as the pillars of stone in SoM), and details (such as individual rocks) are created with minor variation in value.

I recommend giving the PSG Art Tutorial a read. The relevant part to what you're doing here is the second half of the "Focus points" section (with the important forms/texture/both links, and the scribbly chart), but I recommend giving the whole thing a read when you have time. There's a wealth of knowledge on that page, and a lot of it is relevant to pixel art too.
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Quote Turon Replybullet Posted: 20 November 2014 at 10:40am
So the Sword of Mana rock tiles are actually recolored cave tiles? well I never. And thanks for the tutorial 
I'll definitely give it a good look some time.


Edited by Turon - 20 November 2014 at 10:51am
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Quote eishiya Replybullet Posted: 20 November 2014 at 10:44am
Originally posted by Turon

So the Sword of Mana rock tiles are actually recolored cave tiles? well I never.

More likely, they were designed from the beginning to work as both, they just ended up being more appropriate to caves. The end result reads well enough and looks attractive, which is the main thing.
Sword of Mana has a lot of reused/recoloured tiles, they're just so well-made and placed so well that you don't really notice while playing.
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