Terrain Art Request - Desert Terrains
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:
-
- Posts: 1264
- Joined: September 9th, 2004, 10:27 am
- Location: Following the steps of Goethe
- Contact:
Still I know now how I would make transitions. So not complety wasted.Rhuvaen wrote:Yes, I'm quite tempted to give that last terrain some submersion and call it "foam".Shadow wrote:I'm always good for one or the other suprise.
Well this is a bid. I'll look what I can come up with.Rhuvaen wrote:Yes, I agree - that's why I want to use the graphic I outlined in red.thespaceinvader wrote:Salt flats IMHO shouldn't looks so cracked up and broken - they should be dead flat, almost like a sheet of paper - up close they look cracked, but looked at from wesnoth perspective, they'dappear very smooth, i think
Nope, since I don't have any need for the "cracked up" version. I would just love to have a tile (best with a variation or two ) of the salt flats I indicated (it wasn't in the zipfile...).Shadow wrote:It needs more work I think could you make a screenshot with a larger patch next to varius other terrain (without the third variation) so I can see what needs further improvement?
Okay, I thought those were two different terrains. Look at your photo - the salt has a very clear border to the surrounding terrain (since that is where the evaporated water stopped). I really want to have a sharp transition - just like those tiny ridges on the salt flat itself. The way I picture this structure to happen is that while the water evaporates, the bigger body parts into smaller "puddles", which then evaporate individually. So you'd have the same border on the outside of the whole salt flat that you have inside between the "former puddles"...Shadow wrote:I thought that the terrain I posted gets overlayed onto the big salt plates to create a smooth transition.
coughRhuvaen wrote:I'm not sure I see what you have in mind. I could imagine that you mean something like rapids? Such as foam and waves in shallow/rocky part of a creek or river... but yes, not a desert terrain.Shadow wrote:For salt 2 I got the feeling it looks more like shallow water. Could be perhaps used with some work as kind of river ford variation. That is not the problem here though.
A bit more shallow but something in this direction.
Quite a jump I know.
... 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
Cynical and drunk and boring someone in some dark cafe ...
All good dreamers pass this way some day
Hidin’ behind bottles in dark cafes
Shadow, I meant the first salt-flats you posted, outlined by me in red, just as they are. I didn't find that terrain image in the zipfile you posted. (the transitions can be sorted out later)
IMO these improvements are just deviating too much from an original which was so close to the mark.
IMO these improvements are just deviating too much from an original which was so close to the mark.
Try some Multiplayer Scenarios / Campaigns
That's the one! Thanks
That's what I want to try (use it in-game). And yes, I do tend to over-complicate my communication sometimes.Shadow wrote:I still don't know if it works ingame. Though I posted the other ones. Slight case of miscommuncication.
Try some Multiplayer Scenarios / Campaigns
- Sgt. Groovy
- Art Contributor
- Posts: 1471
- Joined: May 22nd, 2006, 9:15 pm
- Location: Helsinki
Something I've been working on. Maybe needs some fine-scale granularity, and the biggest "plates" should be smaller:
- Attachments
-
- parched1.png (20.89 KiB) Viewed 2658 times
Tiedäthän kuinka pelataan.
Tiedäthän, vihtahousua vastaan.
Tiedäthän, solmu kravatin, se kantaa niin synnit
kuin syntien tekijätkin.
Tiedäthän, vihtahousua vastaan.
Tiedäthän, solmu kravatin, se kantaa niin synnit
kuin syntien tekijätkin.
- vonHalenbach
- Translator
- Posts: 398
- Joined: May 3rd, 2006, 10:23 am
- Location: united europe
Yeah! looks cool. Let me guess. Made with inkscape?:lol:
http://brilliantanyway.blogspot.com/ Brilliant Anyway
- Sgt. Groovy
- Art Contributor
- Posts: 1471
- Joined: May 22nd, 2006, 9:15 pm
- Location: Helsinki
- thespaceinvader
- Retired Art Director
- Posts: 8414
- Joined: August 25th, 2007, 10:12 am
- Location: Oxford, UK
- Contact:
I think you could do with keeping it saturated, and just making it lighter. And maybe introduce some noise with a GIMP filter, or something. But you've captured the baked earth effect perfectly in terms of shapes and overall look.
http://thespaceinvader.co.uk | http://thespaceinvader.deviantart.com
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
-
- Art Contributor
- Posts: 1700
- Joined: December 7th, 2006, 8:08 pm
- Sgt. Groovy
- Art Contributor
- Posts: 1471
- Joined: May 22nd, 2006, 9:15 pm
- Location: Helsinki
The problem with a noise filter is that it wouldn't tile seamlessly in a hex pattern, so it would have to be refined by hand anyway. OTOH, one of the images posted earlier shows a version where the surface is very smooth (mine would be between the two), so it doesn't necessarily need that much graininess.
Tiedäthän kuinka pelataan.
Tiedäthän, vihtahousua vastaan.
Tiedäthän, solmu kravatin, se kantaa niin synnit
kuin syntien tekijätkin.
Tiedäthän, vihtahousua vastaan.
Tiedäthän, solmu kravatin, se kantaa niin synnit
kuin syntien tekijätkin.
- thespaceinvader
- Retired Art Director
- Posts: 8414
- Joined: August 25th, 2007, 10:12 am
- Location: Oxford, UK
- Contact:
Ah, yeah. Hmm...
http://thespaceinvader.co.uk | http://thespaceinvader.deviantart.com
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
- Sgt. Groovy
- Art Contributor
- Posts: 1471
- Joined: May 22nd, 2006, 9:15 pm
- Location: Helsinki
Though there is a trick to make the noise tile, is that you make 54x72 square tiling noise, scale it vertically to half, copy it and stack the copies into a 54x72 square. This will now tile hexanogally (though every feature will appear twice in the same hex).
Tiedäthän kuinka pelataan.
Tiedäthän, vihtahousua vastaan.
Tiedäthän, solmu kravatin, se kantaa niin synnit
kuin syntien tekijätkin.
Tiedäthän, vihtahousua vastaan.
Tiedäthän, solmu kravatin, se kantaa niin synnit
kuin syntien tekijätkin.