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Old 08-16-2009, 07:12 PM
Liberated Liberated is offline
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Working on a tileset.

K im working on a tileset, and i'd like some help with it. The stones are going to be a street, it's suposed to be medieval-ish.
C&C appreciated. The other thing is going to be house tiles.
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Old 08-16-2009, 07:17 PM
Damien Damien is offline
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I like most of it, but the way its bunched together makes it seem very unnatural.. try not using the odd colored rocks, or spread them out more. It is very good so far though.
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Old 08-16-2009, 07:25 PM
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Originally Posted by Damien View Post
I like most of it, but the way its bunched together makes it seem very unnatural.. try not using the odd colored rocks, or spread them out more. It is very good so far though.
yeah i decided to try mono colored rocks, they tile better i think, because you don't notice all the similarities as much.
C&C again please.

edit: i see a few stuff i need to clean up/figure out.
edit: fixed all the bugs i saw.
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Old 08-16-2009, 07:43 PM
anubis_wing anubis_wing is offline
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Too much blue. In the grey one, there's like straight lines it's not really right.
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Old 08-16-2009, 08:35 PM
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This thread might be of interest to you:
http://forums.graalonline.com/forums/showthread.php?t=87425

edit: And an edit for safe measure!

I didn't touch the colors and I didn't bother with making it tile-friendly. However, what you want to try to do with working with a tile like this, that has multiple colored stones... is to make different colors, but low contrast. That way while the player looks at it tiled, they don't see a bunch of bright tan, dark blue, neutral gray and so on. Instead what they will see is a blend of slightly different colored stones, that do enough to give variety, but don't fight each other for attention.

You also want to focus a lot on smoothing the cracks with the bricks, so that the lines themselves do not cry for attention. Then you can do a simple, but effective method of spotting dark black pixels in between intersections to easily portray a depth to the stones. As well, you don't want to give the stones depth as very rarely will they actually come out of the ground and it's harder to make it look decent, and easier just to make them flat with a touch of highlights.

Last edited by DustyPorViva; 08-16-2009 at 08:59 PM..
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Old 08-16-2009, 09:16 PM
Liberated Liberated is offline
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thanks, that's really helpful, will post new one as soon as i have it done.
oh, didn't see the edit yet, still got some work on this one, might've taken too much of the style in the pixelation thread, but im quite happy with it, still need to fix some rough corners tho.

edit: Fixed it up, im really lovin' it now
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Old 08-16-2009, 10:14 PM
Damien Damien is offline
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It looks better now, not as repetitive. I like it, but now it looks like its been snowed on, which could be a pretty cool midieval scene.
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Old 08-17-2009, 04:16 PM
anubis_wing anubis_wing is offline
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Quote:
Originally Posted by Liberated View Post
thanks, that's really helpful, will post new one as soon as i have it done.
oh, didn't see the edit yet, still got some work on this one, might've taken too much of the style in the pixelation thread, but im quite happy with it, still need to fix some rough corners tho.

edit: Fixed it up, im really lovin' it now
Ice?
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Old 08-17-2009, 04:40 PM
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Ice?
go ahead, pick a color.
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Old 08-17-2009, 08:12 PM
alarid0 alarid0 is offline
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Blue stone doesn't have to equate to a wintery scene...
Is this going to use the default graal bodies? Could we see a character layed over the tiles?
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Old 08-17-2009, 08:20 PM
papajchris papajchris is offline
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i like all 3 colors. I'd use them all at one point if i was making a gmap
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Old 08-17-2009, 08:40 PM
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I myself do not like to use dither on pathway stones because they are usually smooth and consist of having a highlight like Dusty did above. Yes, contrast will help a lot to make tiles look continuous without having that repetitive effect that some may see a lot. 2x2 tiles also helps eliminate this a lot as well instead of using only a single tile. Anubis mentioned ice, to do ice you do not use dither at all since it would give it a texture of it not being smooth. Ice also have really strong highlights. When I usually draw or do graphics I look at a lot of references before I do anything. References will help a lot to become a better artist.
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Old 08-18-2009, 01:50 PM
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Quote:
Originally Posted by Kain4lyfe View Post
I myself do not like to use dither on pathway stones because they are usually smooth and consist of having a highlight like Dusty did above. Yes, contrast will help a lot to make tiles look continuous without having that repetitive effect that some may see a lot. 2x2 tiles also helps eliminate this a lot as well instead of using only a single tile. Anubis mentioned ice, to do ice you do not use dither at all since it would give it a texture of it not being smooth. Ice also have really strong highlights. When I usually draw or do graphics I look at a lot of references before I do anything. References will help a lot to become a better artist.
wasn't ment to be ice,
the setting is supposed to be medieval-ish, and i don't think they made their rocks very smooth back then. Thanks for the C&C tho.

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Originally Posted by alarid0 View Post
Blue stone doesn't have to equate to a wintery scene...
Is this going to use the default graal bodies? Could we see a character layed over the tiles?
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Old 08-18-2009, 03:23 PM
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I think the contrast is way too high, especially now we've seen the tile with the Graal character above it. I'd personally go for something more like this so it acts more like a background.
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Old 08-18-2009, 04:48 PM
Zideruic Zideruic is offline
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Quote:
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I think the contrast is way too high, especially now we've seen the tile with the Graal character above it. I'd personally go for something more like this so it acts more like a background.
Large improvement
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