Desert road adjusting
Moderator: Forum Moderators
Desert road adjusting
I wasn't satisfied of the current desert road. It has far too much contrast compared to every other terrain tile, so I started to adjust it a bit.
The topmost picture has the original desert road tiles. The lowest picture might be a little too similar to the dirt road and contrastless. Maybe the best result would be something between the middle and the lowest road example?
The topmost picture has the original desert road tiles. The lowest picture might be a little too similar to the dirt road and contrastless. Maybe the best result would be something between the middle and the lowest road example?
- Attachments
-
- desert-road-adjustment-prev.png (309.41 KiB) Viewed 5957 times
-
- Retired Terrain Art Director
- Posts: 1113
- Joined: November 29th, 2003, 11:40 pm
- Location: Norway
I agree. Something like the middle one looks nice.
This fits nicely into what has been done lately, with reducing saturation & contrast on those that don't lool natural (like the recent changes to desert & sand).
Terrain should not contend with units when it comes to contrast and saturation.
Edit: These where intended to be used with desert terrain, but has become more or less a generic sand road, so you might want to keep that in mind when editing them.
This fits nicely into what has been done lately, with reducing saturation & contrast on those that don't lool natural (like the recent changes to desert & sand).
Terrain should not contend with units when it comes to contrast and saturation.
Edit: These where intended to be used with desert terrain, but has become more or less a generic sand road, so you might want to keep that in mind when editing them.
- Eleazar
- Retired Terrain Art Director
- Posts: 2481
- Joined: July 16th, 2004, 1:47 am
- Location: US Midwest
- Contact:
Great, another thing that's bugged me about Wesnoth has been fixed without any effort on my part.
Yes the middle one, or something between the middle and last would be great.
Yes the middle one, or something between the middle and last would be great.
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
-> What i might be working on
Attempting Lucidity
-> What i might be working on
Attempting Lucidity
- Eleazar
- Retired Terrain Art Director
- Posts: 2481
- Joined: July 16th, 2004, 1:47 am
- Location: US Midwest
- Contact:
commited.
if a squashed version is better, commit over it.
if a squashed version is better, commit over it.
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
-> What i might be working on
Attempting Lucidity
-> What i might be working on
Attempting Lucidity
-
- Retired Terrain Art Director
- Posts: 1113
- Joined: November 29th, 2003, 11:40 pm
- Location: Norway
This one has pretty uniform noise, so I wouldn't think it would benefit much from it. We could always try and see though.Jetryl wrote:I'm very curious to see how this, like almost all other terrains, would look with its vertical scale reduced by 50%. So far it's worked wonders for a couple of terrains, and I'd like to try it on several others.
-
- Art Developer
- Posts: 2221
- Joined: April 2nd, 2004, 10:19 pm
- Contact:
Thanks it looks a lot nicer, as a darker form of dirt/sand road. As someone who has a lot of desert maps, I appreciate the update.
Creator of Under the Burning Suns