temple development by Axl

All development of pixel art and graphics
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Crush
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Post by Crush » 29 Nov 2007, 17:29

The texture looks not very pixel-artish.
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Post by Dave » 29 Nov 2007, 18:34

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
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Post by Rotonen » 29 Nov 2007, 23:31

I don't like the banding in the lighting effects. Smoothing it up a bit would be appreciated.
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Post by Saphy » 30 Nov 2007, 01:35

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.
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Post by AxlTrozz » 30 Nov 2007, 17:21

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 :?
Last edited by AxlTrozz on 16 Aug 2010, 00:09, edited 1 time in total.
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Post by AxlTrozz » 30 Nov 2007, 18:19

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
Last edited by AxlTrozz on 16 Aug 2010, 00:09, edited 1 time in total.
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Post by Mana Trance » 30 Nov 2007, 18:29

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.
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Post by AxlTrozz » 30 Nov 2007, 22:29

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
Last edited by AxlTrozz on 16 Aug 2010, 00:10, edited 1 time in total.
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Post by Jaxad0127 » 30 Nov 2007, 22:44

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.
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Crush
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Post by Crush » 30 Nov 2007, 22:46

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.
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Post by Len » 04 Dec 2007, 23:23

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)
Image
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Post by Modanung » 05 Dec 2007, 02:25

Ah yes, that's quite an improvement. There's a lot more depth to it now.
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Post by AxlTrozz » 05 Dec 2007, 06:53

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
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Post by Len » 05 Dec 2007, 15:36

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
Last edited by Len on 06 Jan 2008, 02:35, edited 1 time in total.
Image
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Post by AxlTrozz » 05 Dec 2007, 17:29

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
Last edited by AxlTrozz on 16 Aug 2010, 00:10, edited 1 time in total.
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