New Stone Path Tile

Contribute art for mainline Wesnoth.

Moderators: Forum Moderators, Developers

Forum rules
Before posting critique in this forum, you must read the following thread:
musketaquid
Art Contributor
Posts: 117
Joined: July 18th, 2006, 12:23 am

New Stone Path Tile

Post by musketaquid » June 15th, 2007, 1:59 pm

I'm working on a stone path tile.
As you can see, this tile fits more the elvish castle.

Before i go on for some more variations and transitions tell me what you think, what should be polished.
Attachments
screenshot.jpg
screenshot.jpg (95.23 KiB) Viewed 4047 times

Shadow
Posts: 1264
Joined: September 9th, 2004, 10:27 am
Location: Following the steps of Goethe
Contact:

Post by Shadow » June 15th, 2007, 2:30 pm

Nothing 8)

(To expand it a bit I really like it)
... all romantics meet the same fate someday
Cynical and drunk and boring someone in some dark cafe ...
All good dreamers pass this way some day
Hidin’ behind bottles in dark cafes

User avatar
shadowm
Site Administrator
Posts: 6553
Joined: November 14th, 2006, 5:54 pm
Location: Chile
Contact:

Post by shadowm » June 15th, 2007, 2:47 pm

It looks too bright, perhaps some shading would fix it.
DISCLAIMER: I'm no expert.
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm.

User avatar
Sgt. Groovy
Art Contributor
Posts: 1471
Joined: May 22nd, 2006, 9:15 pm
Location: Helsinki

Post by Sgt. Groovy » June 15th, 2007, 3:03 pm

The perspective doesn't look quite right, it looks like it's viewed from higher angle than the Wesnoth standard (compare to the old road). Scaling down vertically would help. Also, I would make the seams between the tiles slightly narrower.
Tiedäthän kuinka pelataan.
Tiedäthän, vihtahousua vastaan.
Tiedäthän, solmu kravatin, se kantaa niin synnit
kuin syntien tekijätkin.

freim
Retired Terrain Art Director
Posts: 1113
Joined: November 29th, 2003, 11:40 pm
Location: Norway

Post by freim » June 15th, 2007, 3:08 pm

Sgt. Groovy wrote:The perspective doesn't look quite right, it looks like it's viewed from higher angle than the Wesnoth standard (compare to the old road). Scaling down vertically would help. Also, I would make the seams between the tiles slightly narrower.
Yes, Squash it 50% vertically.

Blarumyrran
Art Contributor
Posts: 1700
Joined: December 7th, 2006, 8:08 pm

Post by Blarumyrran » June 15th, 2007, 3:38 pm

how about using it for elvish castle non-keep tiles? the current ones look bad (too grass-like and too visible tiles).

Troy
Posts: 152
Joined: May 9th, 2007, 12:55 am
Location: some where,but not sure where
Contact:

Post by Troy » June 15th, 2007, 4:10 pm

that looks great, keep up the good work. :)
well, all for the better good than for the bad good.

new forum

Zebulon
Art Developer
Posts: 298
Joined: September 7th, 2005, 11:30 pm
Location: Wyoming

Post by Zebulon » June 15th, 2007, 4:21 pm

Syntax_Error wrote:how about using it for elvish castle non-keep tiles? the current ones look bad (too grass-like and too visible tiles).
No. The current ones are perfect.

User avatar
Jetrel
Art Director
Posts: 7241
Joined: February 23rd, 2004, 3:36 am
Location: Midwest US

Post by Jetrel » June 15th, 2007, 4:25 pm

freim wrote:
Sgt. Groovy wrote:The perspective doesn't look quite right, it looks like it's viewed from higher angle than the Wesnoth standard (compare to the old road). Scaling down vertically would help. Also, I would make the seams between the tiles slightly narrower.
Yes, Squash it 50% vertically.
Yes, Squash it 50% vertically.

theotherhiveking
Posts: 188
Joined: March 20th, 2007, 8:16 pm
Location: Murcia, spain
Contact:

Post by theotherhiveking » June 15th, 2007, 5:18 pm

it looks very nice, i hope to see it in the next version
Join the dark side.....- We have cookies. COOKIES!! COOKIES MAN!!!! JOIN!!!

musketaquid
Art Contributor
Posts: 117
Joined: July 18th, 2006, 12:23 am

Post by musketaquid » June 15th, 2007, 5:44 pm

So much feedback! Very nice :)

Beware, this is tile is not seamless.
I only want to know if the direction i'm going is correct.
I squashed it about 50% and shaded it a bit.

To me it looks better now, compared to the former it has some perspective and do not look flat anymore. If you agree, then i'll keep working making it seamless and on some variations with and without bunches of grass.
Attachments
Don't get the idea to mention, that the tile is not seamless anymore. I know it is not!
Don't get the idea to mention, that the tile is not seamless anymore. I know it is not!
screenshot.jpg (93.11 KiB) Viewed 3934 times

Blarumyrran
Art Contributor
Posts: 1700
Joined: December 7th, 2006, 8:08 pm

Post by Blarumyrran » June 15th, 2007, 6:01 pm

looks cool indeed.

User avatar
turin
Lord of the East
Posts: 11662
Joined: January 11th, 2004, 7:17 pm
Location: Texas
Contact:

Post by turin » June 15th, 2007, 6:04 pm

I like it. Personally I think this would work better as the floor of the elven castle.
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm

Darth Fool
Retired Developer
Posts: 2633
Joined: March 22nd, 2004, 11:22 pm
Location: An Earl's Roadstead

Post by Darth Fool » June 15th, 2007, 7:00 pm

I like it but it almost seems a little too green. It is like there is some thin green liquid lying above the stones. I would prefer it if the stones were less green and more greyish( or possibly white) and the green was limited more to the spaces between the stones and possibly th bottom portions of the stones (for plants growing up between the stones).

User avatar
Sgt. Groovy
Art Contributor
Posts: 1471
Joined: May 22nd, 2006, 9:15 pm
Location: Helsinki

Post by Sgt. Groovy » June 15th, 2007, 7:38 pm

I agree about the chlorophyll overload. Desaturate some, but keep the weeds in the cracks.
Tiedäthän kuinka pelataan.
Tiedäthän, vihtahousua vastaan.
Tiedäthän, solmu kravatin, se kantaa niin synnit
kuin syntien tekijätkin.

Post Reply