New Stone Path Tile
Moderator: Forum Moderators
Forum rules
Before posting critique in this forum, you must read the following thread:
Before posting critique in this forum, you must read the following thread:
I thought of it as a slight improvement. If you look at a coble road it's color is usually a bit lighter. It depends on the kind of rock of course, but when a road is used often it gets a lighter color because of scratches and other damage.toms wrote:IMHO the current one is just fine, and yours looks just less defined.
But I think that Humas and Elves and ... any race with some intelligence isn't going to bother making a good solid road when it isn't used, (with the excepetion of ruins and the like) so it should be lighter IMHO
greetz
- Eleazar
- Retired Terrain Art Director
- Posts: 2481
- Joined: July 16th, 2004, 1:47 am
- Location: US Midwest
- Contact:
Of course i will... Terrain art usually requires several rounds of tweaking to truly blend it.Jetryl wrote:Eleazar should adjust the final versions of these to whatever coloration he deems fit; it might still be a little on the "too saturated" side, but I'm not sure.
But i'm eager to see someone else tackle the challenge of terrain art, especially now that freim has moved on.
We still need at least 6 transitions, and the variation with more grass has the clumps at unnaturally even intervals.
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
-
- Art Contributor
- Posts: 117
- Joined: July 18th, 2006, 12:23 am
The list of png's should now be complete.Eleazar wrote:...We still need at least 6 transitions, and the variation with more grass has the clumps at unnaturally even intervals.
After spending some time on coulored stones wich always were incompatible with some other terrain, i decided to limit the colors for the stones to a clean gray scale. And after all the discusion about the saturation. I was not sure, so i made two versions. One less and the other more saturated.
- Attachments
-
- stonepath_more_saturated.zip
- (124.01 KiB) Downloaded 236 times
-
- screenshot_more_saturated.jpg (255.73 KiB) Viewed 4506 times
-
- stonepath_less_saturated.zip
- (121.29 KiB) Downloaded 191 times
-
- screenshot_less_saturated.jpg (248.41 KiB) Viewed 4506 times
-
- Posts: 188
- Joined: March 20th, 2007, 8:16 pm
- Location: Murcia, spain
- Contact:
-
- Posts: 719
- Joined: December 9th, 2003, 9:31 pm
- Contact:
It's amazing how much different the screenshots look on a CRT monitor versus on an LCD. Well, in any case, I vote less-saturated on both of them.
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
And I hate stupid people.
The World of Orbivm
I do too.Master Stilgar wrote:I honestly think both of these new ones look a fair deal worse than the previous version, but less saturated is the less ugly of the two.
The problem lies in how bold and crisp the green lines are between the individual tiles, now - they were right, beforehand, but they're far, far too strong, and too clean.
I'd go so far as to roll back one revision.
Start from this baby, take a different path (no pun intended):
http://exong.net/wesnoth-attach/files/s ... it_101.jpg
On the other hand - the little patches of grass growing on some of the tiles - very good idea (this isn't new, but it's more visible now; they shouldn't be any stronger in luminosity/saturation than the actual grass tiles, but they're a good element to have in these.
-
- Art Contributor
- Posts: 117
- Joined: July 18th, 2006, 12:23 am
Master Stilgar wrote:I honestly think both of these new ones look a fair deal worse than the previous version, but less saturated is the less ugly of the two.
Maybe it was wrong from me to leave the new stone path and scaling the tile to grey to approach a similar old road look.Jetryl wrote:I do too.
The problem lies in how bold and crisp the green lines are between the individual tiles, now - they were right, beforehand, but they're far, far too strong, and too clean.
With pleasure i'll step away from the grey and crowded main street and explore the stoney side ways as i've done before
- Rocket Slug
- Posts: 87
- Joined: March 5th, 2007, 12:03 am
- Location: I ate my map and now I'm lost
I think I agree with Jetryl and Master Stilgar, but I have to admit, that little map looks beautiful (from an aesthetic point of view). I like the balance of landscapes, it feels very natural. I think those farmland tiles add a lot in terms of immersion. It really makes Wesnoth feel like a living, breathing world.
-
- Art Contributor
- Posts: 117
- Joined: July 18th, 2006, 12:23 am
- Simons Mith
- Posts: 821
- Joined: January 27th, 2005, 10:46 pm
- Location: Twickenham
- Contact:
The new version is much more in scale with the buildings, but like hunz says, it's too noisy. I actually think your path versions have been better than the main stone path; compared to yours, I now now feel that the base version is too sharp and clean and also that its stones are slightly oversized. I found that very noticeable on the new Wesnoth 1.3.whatever screenshots. But I hadn't picked up on that until I saw your new attempts alongside. Using the original stone path as a reference, I'd suggest stones about 2/3-3/4 their original size, and using your new noisy path as the base, individual stones need to be somewhere between half again and twice as big.