Fall Tree
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- Posts: 36
- Joined: November 3rd, 2005, 9:18 pm
- Location: Rochester, NY
Fall Tree
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
- Retired Terrain Art Director
- Posts: 2481
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- Location: US Midwest
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Re: Fall Tree
It's a nice tree, but you'll probably have trouble tileing/transitioning somthing that big.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
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
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- Posts: 36
- Joined: November 3rd, 2005, 9:18 pm
- Location: Rochester, NY
- Eleazar
- Retired Terrain Art Director
- Posts: 2481
- Joined: July 16th, 2004, 1:47 am
- Location: US Midwest
- Contact:
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.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?
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:
No, that's the old way.Boucman wrote:...but it's seen from the side, it should be looked at from a top or 3/4 point of view...
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
-> What i might be working on
Attempting Lucidity
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.
Hope springs eternal.
Wesnoth acronym guide.
Wesnoth acronym guide.
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- Posts: 36
- Joined: November 3rd, 2005, 9:18 pm
- Location: Rochester, NY
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- Posts: 36
- Joined: November 3rd, 2005, 9:18 pm
- Location: Rochester, NY
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.
(clickable if the image doesn't show)
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.

Hope springs eternal.
Wesnoth acronym guide.
Wesnoth acronym guide.
-
- Posts: 36
- Joined: November 3rd, 2005, 9:18 pm
- Location: Rochester, NY
-
- Posts: 36
- Joined: November 3rd, 2005, 9:18 pm
- Location: Rochester, NY