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Serpent Inn Tileset

Posted: 10 Jun 2005, 15:51
by i
what do u think?
Image

Posted: 11 Jun 2005, 14:34
by i
Image
just a sample. any sugestions?

Posted: 11 Jun 2005, 15:45
by ElvenProgrammer
1 - remove my avatar (copyrighted)

2 - the fireplace miss a bit of depth, especially the upper part, the borders are not well defined, and maybe a base to stand on

3 - the shield and sword seems a little out of the scheme, maybe they're too big?

4 - walls maybe could have a wooden bottom border?

5 - increase contrast or light it up

6 - carpets seems a bit too shaded in respect to the other tiles

Apart from this, really good work, you almost completed a whole tileset all on your own, I gues in a couple of days we will start mapping with it.
Go on this way :wink:

Posted: 11 Jun 2005, 16:02
by Verious
I think the floor tile (dark purple) is a bit busy, it draw my attention away from everything else, also it seems to imply the wrong perspective and the repeating pattern is very visible.

Posted: 11 Jun 2005, 18:02
by HaLLanHype
hey I like it... good work

Posted: 17 Jun 2005, 21:37
by Jetryl
Elven Programmer wrote:2 - the fireplace miss a bit of depth, especially the upper part, the borders are not well defined, and maybe a base to stand on
Agreed. The top needs to stretch back a bit to meet the wall.
Elven Programmer wrote:3 - the shield and sword seems a little out of the scheme, maybe they're too big?
Shadows cast by the wall objects - especially those which stick out further from the wall, might help. Try black with 50% opacity as an overlay, or if you're using a more primitive editor than photoshop/the gimp, try changing the colors in the shadowed region to halfway between what they are now, and jet black.
Elven Programmer wrote:4 - walls maybe could have a wooden bottom border?
Right now, what the walls really need is some texture - all they have at the current point in time is a simple gradient. Using the gradient tool is not bad, but it's just one ingredient out of a necessary set of several.

Imagine making Ice Cream with cream, but no sugar. Ick.

The cracks at the bottom are good for variation, but are not what I'm talking about with respect to "texture" - even a simple "add noise" filter would help. It would probably work best to sample some texture from the real world and composite a bit of it in, at low opacity. Also, the breadth of the gradient may be too much - it may encompass too wide a stretch of colors.

Elven Programmer wrote:5 - increase contrast or light it up
Right now, the floor is a bit hard to visually separate from the furniture. Some strategies might include lightening one or the other, providing lighter edges around one or the other, or possibly desaturating the floor.
Elven Programmer wrote:6 - carpets seems a bit too shaded in respect to the other tiles
That is - the floor is a bit too noisy. It's contrast with itself should be reduced - the one very light tile makes the grid a bit too obvious.

What would help here, big time, would be a few more variations.
Elven Programmer wrote:Apart from this, really good work, you almost completed a whole tileset all on your own, I gues in a couple of days we will start mapping with it.
Go on this way :wink:
Yeah - good luck, this is a great beginning.

Posted: 18 Jun 2005, 04:35
by i
well... old preview.
Image

@ first, i need new mouse. I cracked old one. (with german asault boots) ;)

i made some new tiles, so i will upload it today - supose.

in case of shadows, i agree, help could be appreciated.

Posted: 18 Jun 2005, 05:29
by HaLLanHype
I dont like the shadow on the bottom... doesnt look right

Posted: 18 Jun 2005, 09:40
by Pajarico
HaLLanHype wrote:I dont like the shadow on the bottom... doesnt look right
I agree, there is nothing casting it. Unless you count the sun outside which it's impossible :D

Posted: 18 Jun 2005, 12:17
by nym
Ooh, looks alot better :)

Btw, that isn't a shadow.. its the other wall (which would cover up a player if they were to stand too close, hence the 'transparency')... And i thought i had a bad imagination... :P

Posted: 18 Jun 2005, 12:27
by i
yep. its just a wall, without it IMO room looks too flat.

Posted: 18 Jun 2005, 13:14
by Modanung
Maybe we could do the bottom wall like in The Sims (Can't believe I just said that name).
You know like a cut-off wall, as can be seen here.

I almost forgot the SoM way. :P

Posted: 19 Jun 2005, 17:34
by Bjørn
Yeah that sounds better to me too (leaving away wall, showing only its base), although we don't need the overdone cut-out effect I think that The Sims uses in transition from wall to cut off wall.

Posted: 23 Jun 2005, 10:14
by Chetic
INDOOR POWER!!!
I've officialy waited more than a year for indoors, just so you know. :D
It looks sexy and all but I can't come with any suggestions how to make it better because I suck :)

Posted: 23 Jun 2005, 15:43
by Verious
The floor tiles look substantially better. Much less obtrusive.