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878504 Posts in 32925 Topics- by 24336 Members - Latest Member: BeefJack

May 22, 2013, 03:33:25 AM
TIGSource ForumsDeveloperCreativeArtWorkshopImproving Tiles
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Author Topic: Improving Tiles  (Read 1390 times)
SolarLune
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« Reply #15 on: July 22, 2012, 06:02:48 AM »

Like Nix said, add some depth. We should be able to see the fronts of the walls as well as the tops.
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Pixelulsar
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« Reply #16 on: July 22, 2012, 07:46:59 AM »

made it so you can see the sides of the walls
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Nix
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« Reply #17 on: July 22, 2012, 07:47:35 AM »

Have blades of grass overlap the lower bits of the walls
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Pixelulsar
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« Reply #18 on: July 22, 2012, 08:14:07 AM »

blades of grass overlap walls.  Thanks for all the suggestions so far, it really helps.
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ANtY
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« Reply #19 on: July 22, 2012, 06:25:25 PM »

walls should be higher IMO
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Destral
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« Reply #20 on: July 22, 2012, 09:38:59 PM »

Usually the surface of the wall is one (or two) tiles high, then the 'top' of the wall (or the cross-section, depending on how you look at it) is another one.

Here's an example using an old set of tiles I made a long time ago when I was first starting.



These are 20x20, the bottom row are floor tiles, the middle two are wall tiles, and the top is a 'ceiling' tile. You can also build the ceiling into the top half of your second wall tile, that way you can make things more compact, or have just one wall tile and one ceiling tile. whatever works for your current project.
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knotty spine
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« Reply #21 on: July 30, 2012, 01:12:14 AM »

Tile repetition is too obvious on your latest grass. Consider creating a small variety of tiles that blend in seamlessly but with modified interiors to sprinkle around.
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Animating something like this >> Outraged << would take hours, maybe even days of work.
Sean A.
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« Reply #22 on: August 02, 2012, 10:34:48 PM »

I saw a tutorial once that helped me a lot for grass. Take maybe 4 shades (perhaps a bit less saturated than yours) and starts with the darkest and fill the bottom, then the next brightest and place dots randomly throughout filling the tile pretty dense, these will be your "seeds" then build up each seed into a blade of grass by taking progressively lighter shades and going up a few pixels depending on the length of grass, also maybe to the side a bit. Here's an example, the colours suck but ignore that:



Then you clean up the edges to make sure it tiles and you are done.
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Pixelulsar
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« Reply #23 on: August 03, 2012, 07:50:11 AM »

That is a very cool strategy to make grass, I'll be sure to try it out when I get a chance.
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Pixelulsar
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« Reply #24 on: August 22, 2012, 09:59:28 AM »

Some more tiles, the grass was made using the strategy Sean A. showed me.  What do you think?
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Pixelulsar
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« Reply #25 on: September 01, 2012, 10:02:51 AM »

Wall tiles, character, and floor tiles, any feedback?
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rivon
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« Reply #26 on: October 07, 2012, 02:39:09 AM »

The floor tiles are viewed from top while the wall is viewed from a 45degree angle. You should squash the tiles so they are more longer than higher.
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ANtY
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« Reply #27 on: October 07, 2012, 04:52:47 AM »

yes, and also add some shadow to the wall, and erase the black border, at least on the bottom
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SolarLune
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« Reply #28 on: October 07, 2012, 05:25:18 AM »

yes, and also add some shadow to the wall, and erase the black border, at least on the bottom

Adding some shadow would be good. You could also fake some ambient occlusion by darkening the corner (probably on the floor tiles) where the wall and floor meet. Maybe it wouldn't be necessary with the shadows, though.
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