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Posted: 29 Nov 2007, 16:29
by Crush
The texture looks not very pixel-artish.

Posted: 29 Nov 2007, 17:34
by Dave
8) super cool.

I think what Crush means, is that the texture for the broken fountain piece looks too photo-realistic.

..keep up the good work. :D

Posted: 29 Nov 2007, 22:31
by Rotonen
I don't like the banding in the lighting effects. Smoothing it up a bit would be appreciated.

Posted: 30 Nov 2007, 00:35
by Saphy
I think realistic pixel art would be nice, as long as it fits. If the fountain looks fine inside the temple, there wouldn't be any problem.

Posted: 30 Nov 2007, 16:21
by AxlTrozz
this is a new pixelated version, in the previous version I used Gimp to rotate the piece and the AA and Dih is quite strong when you rotate, but taking that base and repixelating most of the piece (broken on the floor) I think I have a better image

Image

Now I have to work in the water and I have no idea where to start :?

Posted: 30 Nov 2007, 17:19
by AxlTrozz
This new version (04) have :
1. water
2. a repixelated top
3. lionhead on top
4. different water outlets (slots like on top)
Even when most of the time is going to be covered by the water flooding down, I think is good enough to enjoy the fountain as you would do in real life :)
Image

Posted: 30 Nov 2007, 17:29
by Mana Trance
Not bad.

I think the center column needs more shading though. The top bit should put most of it into shadow.

Also, add some transparency to the water. Real water is not pure blue, and neither is the water in Secret of Mana / Chrono Trigger / FFVI.

I like the stone texture, very gritty. Good job on that. The overall design's good too.

Posted: 30 Nov 2007, 21:29
by AxlTrozz
Now back to the tileset, this is an example of what can be done with it,
Image Actual tileset >>> Image
Now I'm trying to figure out how to save this maps in tiled, heh, have no idea, I just found how to save them as image, but not as a map

Posted: 30 Nov 2007, 21:44
by Jaxad0127
AxlTrozz wrote:Now I'm trying to figure out how to save this maps in tiled, heh, have no idea, I just found how to save them as image, but not as a map
Thats the regular Save/Save As.

Posted: 30 Nov 2007, 21:46
by Crush
AxlTrozz wrote:Now I'm trying to figure out how to save this maps in tiled, heh, have no idea, I just found how to save them as image, but not as a map
File->Save as... and give it the file extension ".tmx".

Regarding the tileset: Some more tileable floor textures would be nice.

Posted: 04 Dec 2007, 22:23
by Len
AxlTrozz wrote: Actual tileset >>> Image
Now I'm trying to figure out how to save this maps in tiled, heh, have no idea, I just found how to save them as image, but not as a map


Everything seems the same shade of brown and a little flat (thats not to say your work has not been amazing, it has)

I think you need to add some more contrast and highlights, to make the tiles stand out a little more. maybe add a little complementary colors to the shadows....


Image
(example)

Posted: 05 Dec 2007, 01:25
by Modanung
Ah yes, that's quite an improvement. There's a lot more depth to it now.

Posted: 05 Dec 2007, 05:53
by AxlTrozz
Len ! I was waiting for you to help me with this :) , absolutely I'll do it and thanks, I'll modify the tileset with the improved wall depth

Posted: 05 Dec 2007, 14:36
by Len
I think you should start by giving the floor tiles a slight tint of blue and the walls a very slight tint of orange... this will give the effect that the walls are closer to the players than the floor and add some color variety to the temple.

Its optical illusion: warm colors get pushed forward and cool colors get pushed back

example Image
Also you will notice on the wall example I used a gradient from light (top of wall) to dark (bottom of wall)

Image

Posted: 05 Dec 2007, 16:29
by AxlTrozz
I did just a few modifications to the wall,
1. the shadow from the head of the column
2. the base of the column
3. the top shape at the head level looks more deep now

(thank you Len)

Image
On Top Len's original suggestion
Bottom modified new version