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Detailing
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Hows my detailing on this.. I did the whole level except the house and the cave, on Dark Nations. If you have any suggestions for the level post it, please.
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Horrible to tell you the truth.
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at the moment its just splattered everywhere, put stuff where it makes sense.
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Dont just spread everything out, kinda group things together. Maybe group some of the trees together then take those green stone path things and put them a little bit closer and make them look like they are leading somewhere.
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Dont just randomly put tiles everywhere. make it work. Connect the trees and try putting some dirt paths and grass paths.
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I took your advice and edited it up a bit.. Hows it now? Any suggestions?
Is there any clumping in there because I don't understand clumping. |
I think the widely gapped but grouped bushes just be closer, and have some other bushes in the level to spread their image a little.
nice work on the trees, im still a retard when it comes to those :P The higher grass, or whatever its called on the right, is a bit well stiff? its a line, try and make it more curvey and also add more of it around the level, give the level more of a rythm. |
its pretty barren, other then the trees it really is bad.
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Holy grainy tileset! I thought they went out of style when Soul Blade left lol. But honestly man, look at the good levels of peoples there are out there and keep at it trying to get better and better. It's worth it in the end.
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I changed it.. What do I need to do now.. Btw, if you want you could rate it too, with advice/suggestions.
I made a rock part.. Tell me what you think of it. |
It's better, but it still needs the detail to be properly clumped together. Take a look at some of my posted levels for an example at what I think most of us are meaning. Joining the grass detail together appropriately is probably the biggest part of making a level decently detailed.
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varitize your detail. Dont clump the same tiles together in one spot. Add a **** load more detail.
Um change the shape and detail on those houses. |
I'll give you kudos for correctly linking the trees, but beyond that I don't really like the rest.
For the layered grass tiles I suggest not layering it so much, and try not to isolate it to one small area. The only time I use those tiles is when I'm making a forest path or whatnot and I'm trying to emphasize the fact that everything is wild and overgrown, anywhere else and it doesn't really make sense. I'd stop using the large square rock tiles, they're ugly. Try more tiles for detailing grass. There is about 10 more tiles which can be used. For that stone path leading away from the cliffside house, I'd probably remove that and replace it with a properly done sand path, and link it to a stone road, it really would make more sense. |
Your making a nature setting you need to make it look like well...nature with a graal concept setting.
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Heres what I got so far.. Am I doing anything right or wrong? Please tell me what, thanks.
Don't mind the houses.. I'm not fixing houses, just everything else. |
Nice try with the sand path, but try not to use the path generator, it doesn't produce anything but crap. Also you still need to work on the placement of the layered grass tiles.
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Yeah, sand paths aren't really my thing so I use it.. Do you know of any example with proper placement of layered grass tiles?
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Aye, Wan does some nice sand paths. If you're looking towards cliffing, it'd be worth checking his cliffs out too. The guy (sorry, I don't know/remember your nickname) who posted above me has some pretty cool cliffs too.
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Here is an example of cliffs, sand paths and detail. Bit of a self-plug perhaps, but I think it's good ;)
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Besides the tileset being ugly, it just needs more variety! You have too much of that repeating ugly grass tile.
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