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Re: [REQ] Thermin Art
Posted: 11 Feb 2011, 07:04
by Crush
That kid definitely fits much better.
Re: [REQ] Thermin Art
Posted: 11 Feb 2011, 23:15
by meway
salmondine wrote:Posting here as requested. gypsy fortune teller.
ft.png
Fortune-Teller.png
Ftd.png
Posting the dark background as I am hoping for a darkened candle lit interior.
I could use some help with fringe tiles for this npc...even just ideas.
Boobies
Re: [REQ] Thermin Art
Posted: 12 Feb 2011, 14:46
by Merlin
Ali-G wrote:Here are the 2 different versions but few things were fixed.
The fact that they are different (the handle, the color, the melting form, etc...) make them usable at different places.
I do agree that someone needs to choose between these 2 and add snow.
Keep both. The stone one would look good with a interior set I am working on.
Later on you changed the riveted one to look more aged and added animation.
For the flame on the inside you could have it flicker light around the ring of the opening to give it more of a flashy feel. Maybe a small vent a steam out the base of the gauge.
You could have a long animation that makes it seem as if it's randomly done at different times.
Re: [REQ] Thermin Art
Posted: 13 Feb 2011, 11:38
by salmondine
- light armor therminor guard
- tm.png (5.7 KiB) Viewed 7460 times
Therminor idea
Re: [REQ] Thermin Art
Posted: 14 Feb 2011, 02:58
by Merlin
I don't know what is planed for how these small ppl live but I was thinking of something hobbitish like this.
Re: [REQ] Thermin Art
Posted: 16 Feb 2011, 06:20
by salmondine
- PHs.png (1.22 KiB) Viewed 7399 times
Powder Horn, seems like it might belong with the wheellock pistol.
Re: [REQ] Thermin Art
Posted: 16 Feb 2011, 09:20
by salmondine
- stp2.png (10.98 KiB) Viewed 7391 times
a little soot...dings and dirt...changed whistle pallet added more to the man.
I would appreciate some input on this stuff before I post all the parts as separate images or begin animation frames in earnest.
Re: [REQ] Thermin Art
Posted: 17 Feb 2011, 11:47
by lien
Well, here's two tilesets I've almost done for (some pixel to remove and it'll be ok).
[Thermin outside]
[Thermin cavern]
here is a test with it -> http://www.gilawhost.com/images/f44av583.png
Re: [REQ] Thermin Art
Posted: 17 Feb 2011, 12:12
by Crush
Wow, those tiles look really cool.
But it seems to me like the cave tiles could have a problem with differing between floor and walls. Do you have a mockup?
Re: [REQ] Thermin Art
Posted: 17 Feb 2011, 16:41
by lien
Crush wrote: Do you have a mockup?
Re: [REQ] Thermin Art
Posted: 17 Feb 2011, 18:18
by Alige
Nice I love that. I don't see any bugs. However, I saw you took Nivalis as an example, good choice!
Regards,
Ali-G
Re: [REQ] Thermin Art
Posted: 18 Feb 2011, 07:17
by Crush
As I thought. It seems to me that the floor texture of the cave is too cluttered. I think it would help when you would reduce the brightness of the two brightest shades of the floor texture.
Re: [REQ] Thermin Art
Posted: 19 Feb 2011, 09:09
by lien
less colorful
Re: [REQ] Thermin Art
Posted: 19 Feb 2011, 12:40
by Crush
Yes, that looks much better. Now you can clearly tell what's floor and what's wall.
But as you surely noticed yourself there are some problems with the walls not tiling very well.
When I had that problem with a texture as complex as this I usually created a new tile with the left 16x32 pixels of the original tile to the right and the right 16x32 pixels to the left, so that I have the border in the center of the tile. Then I tried to make the center of this tile natural without touching the outmost pixels. Repeat the cross-copying of the left and right half back to the original tile and you end up with a tile which tiles perfectly.
Re: [REQ] Thermin Art
Posted: 21 Feb 2011, 15:03
by lien
some other tile to make it less grindly (4)