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Grass set [WIP]

Posted: 04 Sep 2014, 14:06
by wushin
Some new ground for the grass areas. Opinions?

Re: Grass set [WIP]

Posted: 08 Sep 2014, 00:40
by wushin
Authors: Wushin, Fother, Len, Arikel, Saphy.

Re: Grass set [WIP]

Posted: 08 Sep 2014, 18:30
by wushin
Added More Len and combined the old grounds.

Re: Grass set [WIP]

Posted: 09 Sep 2014, 00:34
by Len
I wanted to see what would happen if we integrated the cliffs into the pre-existing grass tiles (rather than the WOA ones). Not sure if it’s an improvement on anything, but it’s worth posting.
stuff.png
stuff.png (41.1 KiB) Viewed 33732 times

Re: Grass set [WIP]

Posted: 09 Sep 2014, 01:09
by wushin
I did notice I got it all to work nicely together and could be swapped. I really liked all the grass. As the grass on these sheets is from your Forrest Set in TMW and Grass set from WoA. All of it lends itself to being quite a useful set and works theme wise with your desert and Bagzie's snow. Works well with the current cities and castle sets as well.

Re: Grass set [WIP]

Posted: 09 Sep 2014, 08:08
by EJlol
WTF at that grass/cliffs :alt-2:

Did I miss some style change or something? The WOA grass doesn't fit TMW at all. In WOA the grass looks really beautifull, but here its just like puke. This is cause it is way too much saturated and the texture doesn't fit TMW at all. While WOA has a 'painting' feeling to it, TMW does not have that. By making it more saturated, it lost it depth and magic. If you really want to use that texture I suggest to lower the saturation, and add more contrast on it.

Also the shadows are way too dark.

I like what Len posted a lot more.

Re: Grass set [WIP]

Posted: 09 Sep 2014, 13:09
by wushin
Easy enough to fix.

Re: Grass set [WIP]

Posted: 09 Sep 2014, 13:44
by wushin
Should make the TMW grass less saturated.

Re: Grass set [WIP]

Posted: 09 Sep 2014, 20:34
by Matt
I like the WoA grass, but I agree it does not fit TMW yet. It is too clean, needs a more pixelized look :)

Re: Grass set [WIP]

Posted: 09 Sep 2014, 20:58
by wushin
I was thinking the TMW ones look real short and almost "mowed" grass. Len's grass is a bit shaggier and finally Saphy's grass being long.

Since when did something not fit with TMW? I get what you mean, but I'm cutting new sets to map with. The old tilesets are just too meh.

If someone wants to fix the grass exactly how they'd like, I'd love the contribution. Otherwise I think the 3 types and with 2 cliffs ought to give enough variance & style.

I'd rather have a better grass that works with the WoA & Saphy grass and drop the other 2 TMW grasses.

Re: Grass set [WIP]

Posted: 10 Sep 2014, 14:18
by wushin
You all work me like Dog.

Added Bagzie's Grass.

Re: Grass set [WIP]

Posted: 10 Sep 2014, 15:25
by wushin
now with 50% less saturation.

Re: Grass set [WIP]

Posted: 11 Sep 2014, 00:11
by Len
The color is a notable improvement, would still like to see a little more color variation in the grass.

Re: Grass set [WIP]

Posted: 11 Sep 2014, 01:06
by wushin
In which grass or all of them? And how do you see the color variation more a Yellow or Red or Brown or combo?

Re: Grass set [WIP]

Posted: 11 Sep 2014, 03:38
by Len
You are probably already aware of much of this (if not all of it) but I'll post it anyways.

Usually when I paint, I'm using various ideas from color theory. One of the most basic of which is that cool colors generally seem further away than warm colors (sat and brightness also play a role).
Warm to cool2.png
Warm to cool2.png (1.5 KiB) Viewed 33605 times
So as a general rule I make the highlights a slightly warmer tone of the color the object consists of, than I would the mid-tones and shadows. Objects tend to loss this color variation when being overly adjusted in Photoshop (or Gimp), this makes them appear somewhat flatter.
Warm to cool.png
Warm to cool.png (10.95 KiB) Viewed 33605 times