Cool! Personally, I think cell_1.png and cell_2.png look much better. The "dominant tree" idea is good (and similar to real forests in a way). You could have 2 or maybe even 3 "dominant" trees too, but overally having the probability of different trees being different helps a lot.
I see why you want to avoid cell_3.png; if you had a way to prevent the trees from "lining up" horizontally (like in the bottom of the image), I think it could still work nicely. Source of Tales had a similar density of trees http://www.sourceoftales.org/talesworld/, but placed manually, so there wasn't that issue.
For the different colors, I would suggest a similar approach: choose a "dominant" color palette, then make a small fraction of the trees a different color palette. And probably only choose 3-4 color palettes total for a scene.
Hey! Very cool idea, I'd love to see it explored more!
I think the major challenge would be creating a flexible enough set of tiles to render the tree in pseudo-3D. The branching structures you showed are all flat---flat branches aren't too hard to draw by hand. On the other hand, a tileset to make (pseudo)-3D branches would probably be pretty complicated, maybe more complicated than just drawing a variety of trees by hand :p
The same problem exists for the leaf clusters, and it's why I kind of abandoned trying to make leaves for procedural trees. Although I'd still love to see someone try that :) Somebody with a better grasp of graphics and procedural generation algorithms [than me]...
Continuing the tree theme from the other day, I've been slowly re-working the trees from the Trees pack here https://opengameart.org/content/lpc-trees . There's still a lot to do, but I think many of the trees are way improved. The shading and texturing is much more consistent, and I'm working on getting the lighting sources right and the remaining textures fixed.
Still heavily debating whether Jetrel/Zabin's trees from here https://opengameart.org/content/lots-of-trees-and-plants-from-oga-db32-t... make the cut. I think they were made stylistically closer by crushing one end of the color ramp and making some light edits... but they still look pretty different, and harmonizing them with the base trees might require essentially re-drawing them...
Update on the interiors: added a row of stone and "dungeon-y" walls, at the request of FiveBrosStopMosYT. Also constructed a few example rooms, of varying levels of quality/cohesion...
Overall, I'm feeling pretty happy with the "ceiling" trim tiles (top part of the walls) and most of the walls. The floors... less so. I feel like a lot of the recolors don't really work well with other objects, or just look kind of terrible (the pale green rugs, all the yellow stuff). I also could probably lose some of the wood floor tiles that just aren't working.
I probably need to try these with some sample furniture (and maybe characters too), but that seems like a big project... :p Should probably just post this as version 1 and continue to iterate...
Thanks Sharm!! It means so much coming from you; your art is a huge inspiration :)
Cool! Personally, I think cell_1.png and cell_2.png look much better. The "dominant tree" idea is good (and similar to real forests in a way). You could have 2 or maybe even 3 "dominant" trees too, but overally having the probability of different trees being different helps a lot.
I see why you want to avoid cell_3.png; if you had a way to prevent the trees from "lining up" horizontally (like in the bottom of the image), I think it could still work nicely. Source of Tales had a similar density of trees http://www.sourceoftales.org/talesworld/, but placed manually, so there wasn't that issue.
For the different colors, I would suggest a similar approach: choose a "dominant" color palette, then make a small fraction of the trees a different color palette. And probably only choose 3-4 color palettes total for a scene.
Excited to see the progress!
Floors and Walls are finally posted!
https://opengameart.org/content/lpc-floors
https://opengameart.org/content/lpc-walls
We are doing some fancier jackets for the pirates next!
But don't worry, I haven't been entirely stuck inside; I've been out sailing the high seas a bit with castelonia!
Re-organized walls and floors one more time... Send help...
Hey! Very cool idea, I'd love to see it explored more!
I think the major challenge would be creating a flexible enough set of tiles to render the tree in pseudo-3D. The branching structures you showed are all flat---flat branches aren't too hard to draw by hand. On the other hand, a tileset to make (pseudo)-3D branches would probably be pretty complicated, maybe more complicated than just drawing a variety of trees by hand :p
The same problem exists for the leaf clusters, and it's why I kind of abandoned trying to make leaves for procedural trees. Although I'd still love to see someone try that :) Somebody with a better grasp of graphics and procedural generation algorithms [than me]...
Continuing the tree theme from the other day, I've been slowly re-working the trees from the Trees pack here https://opengameart.org/content/lpc-trees . There's still a lot to do, but I think many of the trees are way improved. The shading and texturing is much more consistent, and I'm working on getting the lighting sources right and the remaining textures fixed.
Still heavily debating whether Jetrel/Zabin's trees from here https://opengameart.org/content/lots-of-trees-and-plants-from-oga-db32-t... make the cut. I think they were made stylistically closer by crushing one end of the color ramp and making some light edits... but they still look pretty different, and harmonizing them with the base trees might require essentially re-drawing them...
Update on the interiors: added a row of stone and "dungeon-y" walls, at the request of FiveBrosStopMosYT. Also constructed a few example rooms, of varying levels of quality/cohesion...
Overall, I'm feeling pretty happy with the "ceiling" trim tiles (top part of the walls) and most of the walls. The floors... less so. I feel like a lot of the recolors don't really work well with other objects, or just look kind of terrible (the pale green rugs, all the yellow stuff). I also could probably lose some of the wood floor tiles that just aren't working.
I probably need to try these with some sample furniture (and maybe characters too), but that seems like a big project... :p Should probably just post this as version 1 and continue to iterate...
I see what you did there...
Oh, no problem---I wasn't trying to fish for commissions, just looking for more inspiration/ideas :p I can definitely add those!
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