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Lucier that one girl

Joined: 06 Aug 2003 Posts: 139 Location: dallas, tx
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Posted: Tue Mar 03, 2009 4:17 pm Post subject: all suggestions welcome |
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i'm trying to create a large forest (4 to 5 full screen maps) of trees, streams, rock walls and all that good stuff and i am trying to make it look as realistic as possible. what i have so far is the tree above, which isn't even near being done. but that tree alone has taken me several hours, so i am looking for a possible easier way about this. is there maybe a paint program i can use to get the bones of the forest drawn? or maybe some sort of textures i can apply to the trees rather than having to go into the editor and dither in all the textures? all i have right now is custom.exe and mspaint, so my computer is essentially a blank slate ready for everyone's suggestions. i appreciate any help you guys can offer me! _________________ insert myspace link here. |
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ringthehat custom title

Joined: 19 Jan 2009 Posts: 16 Location: Midwestern wastelands
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Posted: Tue Mar 03, 2009 4:31 pm Post subject: |
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If you can try using GIMP. Its like paint, only much better. You can probably find pictures online of stuff like trees, cut and past those into a picture, and play around with the coloring and resolution, or just use the actual tree as a 'skeleton' and paint your own tree, stream, etc overtop.
(this is the GIMP I'm talking about: http://www.gimp.org/ , googling "gimp"could also give you other, interesting, results, many of which would probably not be the free image manipulation program mentioned in this post) |
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Spoon Weaver

Joined: 18 Nov 2008 Posts: 421 Location: @home
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Posted: Tue Mar 03, 2009 6:56 pm Post subject: |
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I agree with the above gimpy suggestion. |
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Artimus Bena Admiral

Joined: 17 Aug 2004 Posts: 637 Location: Dreamland.
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Spoon Weaver

Joined: 18 Nov 2008 Posts: 421 Location: @home
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Posted: Wed Mar 04, 2009 9:18 am Post subject: |
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i just don't see how you're going to fit all the different kinds of things you want on a tile set. just the tree looks like it takes up about half the tile set. |
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The Drizzle Who is the Drizzle?

Joined: 12 Nov 2003 Posts: 432
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Posted: Wed Mar 04, 2009 9:30 am Post subject: |
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Quote: | i just don't see how you're going to fit all the different kinds of things you want on a tile set. just the tree looks like it takes up about half the tile set. |
I'm unsure of this too. When you say full screen maps do you mean 32x20 tiles?
Quote: | Because each map can support 3 layers and each layer can have its own tilemap, you can essentially link 3 full-screens together in a single map! |
As long as one third of those tiles are overhead tiles... _________________ My name is...
The shake-zula, the mic rulah, the old schoola, you wanna trip? I'll bring it to yah... |
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TwinHamster ♫ Furious souls, burn eternally! ♫

Joined: 07 Mar 2004 Posts: 1352
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Posted: Wed Mar 04, 2009 10:23 am Post subject: |
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The Drizzle wrote: | Quote: | Because each map can support 3 layers and each layer can have its own tilemap, you can essentially link 3 full-screens together in a single map! |
As long as one third of those tiles are overhead tiles... |
Oh, that's right.
But I can't imagine it would be too difficult to work with in a forest map. |
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Lucier that one girl

Joined: 06 Aug 2003 Posts: 139 Location: dallas, tx
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Posted: Wed Mar 04, 2009 10:51 am Post subject: |
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nah, the tree is actually only about 1/5th of the screen so i still have lots of tiles to work with in that tileset.
as far as being able to have 3 layers per map goes, i am still considering maybe combining two tilesets together to form larger screens of forests like you said Drizzle, but i'm also thinking it could be nice to get use out of all three layers IE background, mid ground, and foreground of the forest. idk which one i'm going to do yet. we'll see!
so everyone suggested GIMP so i have downloaded it and i'm trying to figure my way around it right now. thanks guys!
also here is my little tree now. i'd say it's just about done!
 _________________ insert myspace link here. |
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Spoon Weaver

Joined: 18 Nov 2008 Posts: 421 Location: @home
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Posted: Wed Mar 04, 2009 12:25 pm Post subject: |
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it looks weird. i think the sky background is too bright. |
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Blue Pixel SPY SAPPIN MAH FISH SANDWICH

Joined: 22 Apr 2005 Posts: 621
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Posted: Wed Mar 04, 2009 12:25 pm Post subject: |
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looks nice, a bit of advice for next time though
dont use random noise for shading, dithering usually makes a nicer effect.
and the tree can use some antialais near the edges to blend in better with the sky. just my opinions, hope it helps! |
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The Drizzle Who is the Drizzle?

Joined: 12 Nov 2003 Posts: 432
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Posted: Wed Mar 04, 2009 12:37 pm Post subject: |
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Quote: | and the tree can use some antialais near the edges to blend in better with the sky. just my opinions, hope it helps! |
Agreed. It looks way too straight and inorganic on the sides. It ends a little too abruptly. _________________ My name is...
The shake-zula, the mic rulah, the old schoola, you wanna trip? I'll bring it to yah... |
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Lucier that one girl

Joined: 06 Aug 2003 Posts: 139 Location: dallas, tx
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Posted: Wed Mar 04, 2009 2:20 pm Post subject: |
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no i definitely agree, i just put that blue sky background there to show where the black shading on the tree was a little better. :] _________________ insert myspace link here. |
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Wed Mar 04, 2009 5:13 pm Post subject: |
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Quote: | dont use random noise for shading, dithering usually makes a nicer effect. | Disagreed. Dithering is a type of texturing, not just a shading effect. The way Lucier did it here is still mostly uniform in a way, and gives a nice organic feel, and doesn't just comprise of dots, but also chunks of pixels.
About Anti-aliasing, is this tree to be layered? If so, don't anti-alias the edges that are going to be on layers 1 or 2, because it'll only screw up on tiles it's not meant to be anti-aliased on. _________________
TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN? |
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Spoon Weaver

Joined: 18 Nov 2008 Posts: 421 Location: @home
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Posted: Wed Mar 04, 2009 5:13 pm Post subject: |
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o. well it did it's job i guess. it's certainly more noticeable. |
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The Drizzle Who is the Drizzle?

Joined: 12 Nov 2003 Posts: 432
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Posted: Wed Mar 04, 2009 5:44 pm Post subject: |
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Quote: |
Disagreed. Dithering is a type of texturing, not just a shading effect. The way Lucier did it here is still mostly uniform in a way, and gives a nice organic feel, and doesn't just comprise of dots, but also chunks of pixels. |
I also disagree. It looks good to me. _________________ My name is...
The shake-zula, the mic rulah, the old schoola, you wanna trip? I'll bring it to yah... |
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