Fall Tree

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WanderingPaladin
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Fall Tree

Post by WanderingPaladin »

This is a quick edit to the tree_rowan image for fall. What do you think? If it's good enough, I'll work on a terrain tile and transitions
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Eleazar
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Re: Fall Tree

Post by Eleazar »

WanderingPaladin wrote:This is a quick edit to the tree_rowan image for fall. What do you think? If it's good enough, I'll work on a terrain tile and transitions
It's a nice tree, but you'll probably have trouble tileing/transitioning somthing that big.
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
WanderingPaladin
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Post by WanderingPaladin »

yeah, I know I'll have to shrink it - or maybe I'll draw the tiles from scratch if it doesn't resize well. How many trees should fit on a hex to look right for the game scale?
hands
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Post by hands »

Scale is an odd science in Wesnoth. Sometimes you just have to take a stab at it, and then see what it looks like in-game. I don't know that anything scales correctly when compared to something else.
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Eleazar
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Post by Eleazar »

WanderingPaladin wrote:yeah, I know I'll have to shrink it - or maybe I'll draw the tiles from scratch if it doesn't resize well. How many trees should fit on a hex to look right for the game scale?
Your best bet is to make it look reasonable next to the pines. That gives you some fudge room since different pines and leafy trees are different sized.
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
Boucman
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Post by Boucman »

your tree is beautifull, but it's seen from the side, it should be looked at from a top or 3/4 point of view...
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Post by Tux2B »

It's too big to be in a forest. But it's nice.
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Eleazar
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Post by Eleazar »

Boucman wrote:...but it's seen from the side, it should be looked at from a top or 3/4 point of view...
No, that's the old way.

from the wiki: http://www.wesnoth.org/wiki/Tiles_Status
shadows: direction up and left at a 45 degree angle. Use alpha shadows with approx 50% transparency
Do not use black outlines, show edges by providing contrast through shading
Attempt to give a sense of perspective. (not a pure top-down view)
By this, we are specifically shooting for a 45 degree isometric projection.
Flat terrain that has a texture should have that texture "squashed" twice as much vertically, to give the proper sense of depth.
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
scott
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Post by scott »

That tree is an object image that ships with the game. It came from worldforge I think, but it's something of a sore thumb now.
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WanderingPaladin
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Post by WanderingPaladin »

How's this? one has no leaves - I plan on adding snow later - the other has autumn leaves
I know it looks crappy at this size, but sized for a hex, I think it looks okay
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WanderingPaladin
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Post by WanderingPaladin »

More opaque
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scott
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Post by scott »

You need some Bob Ross kung fu. Your trees, while little, are not happy.

I tried drawing some trees for a campaign once, and it works out better if you paint them big and shrink them down. You need a brush that puts color on in the general shape of groups of leaves, then somehow apply highlights/shadows using a similarly shaped brush.

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WanderingPaladin
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Post by WanderingPaladin »

Better?
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WanderingPaladin
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Post by WanderingPaladin »

Better?
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Disto
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Post by Disto »

That is actually pretty good, pity about perspective.
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