There are several issues with what you say. I definitely use alpha channel (even you can disable it on my engine). However, replacing color key can be done on any number of image using image magick. Also it wont be a task write an application to perform it.
As a programmer you should be able to discard extra/unnecessary data easily.
For the last one, I guess it would be hard or as redshrike said dull to use top down light. Only real alternative to that is having normal map and using a pixel shader to light the object. Good luck doing that or finding non-3D art with normal maps.
There ways the site or the submission could be improved however, none of them are these.
I designed my layout to create tiles faster. Without seams it will be even faster, when I get time I can type a tutorial about it. With seams it takes less half an hour to create a tileset (see cobblestone tileset), without seams I suspect it will be like 15mins or so. I could create mapping table for these tileset and possibly an application/script for auto tiling. However, it will require some time. Once done, they can be reused in different games.
For orthographic, the height/width ratio should be different, thats all. Otherwise, (assuming 1/2) from the world perspective, roads will have 2x height then width. Although I havent tested, for isometric a 45 degree rotation then scaling height to 1/2 should work as well. But probably the textures would look a bit flat.
These tilesets can also be used transparent on any other tileset, however, there is another issue of having specific transition tiles, or transitions that takes larger space. For instance cliffs/walls or water to grass crossing.
Im jumping into this thread because soon (relatively) I will need to have a system that can do full auto-tile. We did something similar with LPC tileset before, but that was relatively easy.
Auto tiling for 4 way connectivity requires 48 tiles. Thats all you need. I have extended 48 tiles to 64 and made a template. caeles has improved upon that and came up with a perfect looking tileset with no seams. There are alternative tiles that can break uniformity too.
However, these are good for top down or lpc style games as it is biased to square tiles. If looking from an angle (iso or orthogonal) tile width should be more than its height and would require another template.
Horray, I finally finished modelling. It requires baking textures and setting up materials (no idea how to deal with multi material meshes). Here are two low quality renders
vk, its not the original image. It is something completely new that is created using the original. And in the license: (from http://www.istockphoto.com/license.php)
(ii) if the original Content has been fundamentally modified or transformed sufficiently that it constitutes an original work entitling the author or artist to copyright protection under applicable law, and where the primary value of such transformed or derivative work is not recognizable as the Content nor is the Content capable of being downloaded, extracted or accessed by a third party as a stand-alone file (satisfaction of these conditions will constitute the work as a “Permitted Derivative Work” for the purposes of this Agreement). For example, you cannot superficially modify the Content, print it on a t-shirt, mug, poster, template or other item, and sell it to others for consumption, reproduction or re-sale. These uses will not be permitted as or constitute Permitted Derivative Works. If there is any doubt that a work is a Permitted Derivative Work, you should either obtain an Extended License or contact iStockphoto’s Client Relations for guidance. Any use of the Content that is not a Permitted Use shall constitute infringement of copyright.
Wow, how long did it took you to find this? Or wrote a software? Nice upgrade and will definitely integrate it to my system too. And a side note, it will definitely make creating new tiles easier. When adding shadows, you should clear the parts having seams.
Well, in the drawers of course, and drawers have no rigging to be opened :D Good idea to have them both.
@Nimja: xcf is pretty popular around here, you can download GIMP to open it.
I have uploaded the final version: http://opengameart.org/content/kitchen-low-poly
There are several issues with what you say. I definitely use alpha channel (even you can disable it on my engine). However, replacing color key can be done on any number of image using image magick. Also it wont be a task write an application to perform it.
As a programmer you should be able to discard extra/unnecessary data easily.
For the last one, I guess it would be hard or as redshrike said dull to use top down light. Only real alternative to that is having normal map and using a pixel shader to light the object. Good luck doing that or finding non-3D art with normal maps.
There ways the site or the submission could be improved however, none of them are these.
I designed my layout to create tiles faster. Without seams it will be even faster, when I get time I can type a tutorial about it. With seams it takes less half an hour to create a tileset (see cobblestone tileset), without seams I suspect it will be like 15mins or so. I could create mapping table for these tileset and possibly an application/script for auto tiling. However, it will require some time. Once done, they can be reused in different games.
For orthographic, the height/width ratio should be different, thats all. Otherwise, (assuming 1/2) from the world perspective, roads will have 2x height then width. Although I havent tested, for isometric a 45 degree rotation then scaling height to 1/2 should work as well. But probably the textures would look a bit flat.
These tilesets can also be used transparent on any other tileset, however, there is another issue of having specific transition tiles, or transitions that takes larger space. For instance cliffs/walls or water to grass crossing.
Im jumping into this thread because soon (relatively) I will need to have a system that can do full auto-tile. We did something similar with LPC tileset before, but that was relatively easy.
Auto tiling for 4 way connectivity requires 48 tiles. Thats all you need. I have extended 48 tiles to 64 and made a template. caeles has improved upon that and came up with a perfect looking tileset with no seams. There are alternative tiles that can break uniformity too.
However, these are good for top down or lpc style games as it is biased to square tiles. If looking from an angle (iso or orthogonal) tile width should be more than its height and would require another template.
Ah forgot the poly count, 7k trigs. The guy is not with the scene and is not counted. He is there for size reference. Its from Clints male base mesh.
Horray, I finally finished modelling. It requires baking textures and setting up materials (no idea how to deal with multi material meshes). Here are two low quality renders
vk, its not the original image. It is something completely new that is created using the original. And in the license: (from http://www.istockphoto.com/license.php)
(ii) if the original Content has been fundamentally modified or transformed sufficiently that it constitutes an original work entitling the author or artist to copyright protection under applicable law, and where the primary value of such transformed or derivative work is not recognizable as the Content nor is the Content capable of being downloaded, extracted or accessed by a third party as a stand-alone file (satisfaction of these conditions will constitute the work as a “Permitted Derivative Work” for the purposes of this Agreement). For example, you cannot superficially modify the Content, print it on a t-shirt, mug, poster, template or other item, and sell it to others for consumption, reproduction or re-sale. These uses will not be permitted as or constitute Permitted Derivative Works. If there is any doubt that a work is a Permitted Derivative Work, you should either obtain an Extended License or contact iStockphoto’s Client Relations for guidance. Any use of the Content that is not a Permitted Use shall constitute infringement of copyright.
Wow, how long did it took you to find this? Or wrote a software? Nice upgrade and will definitely integrate it to my system too. And a side note, it will definitely make creating new tiles easier. When adding shadows, you should clear the parts having seams.
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