is this really 16x16? The block (second row rightmost) fits into 16x16, the rest does not. And while I understand that you basically need 16x32 for such an orthogonal tileset, the hight only allows for 31 before you cut into the previous piece...
You are neither too late nor is your post unwelcome. Thanks for trying and it definitly looks really good, I would say the best grass tile set I have seen so far.
There are some visible seams but they are far weaker than anything I have been able to conjur. I have used blender's particle simulator for stuff like hair before but it never occured to me to try to make some grass.
What steps did you take during post-editing these tiles? Or is this the direct output?
I am eager to try out this technique myself.
Again, thanks for answering.
EDIT: Looking at the downloads counter, I am probably not the only person that should thank you :-) Seems like mighty fine work attracts others as well.
I do not think a game creation contest is a good idea, stick with art creation. This is open game ART not open game.
All contributors here can create game assets but not all can create a game.
I say, do more asset creation contests. There are so many specific themes and types not explored yet and even repeating something might be a good idea after a while.
Hey no worries about delays and stuff, we are all sacrificing free time on projects like this. Any effort is commendable, no matter the outcome.
Your shot at a tile-set does look better than my tries from (1), (2) and (3) but there are still some seams that are too noticeable, see attached pictures.
How did you blend the edges together? Each picture's border making 1/7th of the final shared border.
A nice technique that I used before too, in my case of hull patterns. Does not solve the problem unless I draw my own grass texture which I seem to be incapable off. It always looks like green vomit or like a SNES rpg :-)
Guess the lack of a response from gnomishcreations means that his or her tries did not produce anything better from the given texture than my attempts did. Damn it. Still, thanks for the try.
Since I am stuck I am grateful for every help I get. Note what I wrote above however, "despite my best efforts with blending and masks, I have failed thus far, always creating visible artifacts and thus patterns on the transitions from tile to tile."
If you think you can do that without creating visible patterns, go ahead. I am eager to learn new tricks.
These are the approaches I tried so far (all based on the grass20.png):
1.) Using a bland green 1-pixel-wide border. Makes it tileable but obviously leads to a visible 2-pixel wide grid and another artifact at the border's transition to the detail texture in middle.
2.) Picking one complete 64x64 detailed patch and making it tileable using mirroring, then placing other 62x62 patches into the middle. Leads to very noticeable artifcats on the transition between border and center.
3.) Approach from (2) but with multiple layers, blending the tileable high detail 64x64 with the new non-tileable patch. Sounds most promising to me but I seem to lack the proper hand for the blending. Still have artifacts.
If you manage to rig up something that looks good, I would be grateful for your permission to use it as well as an explanation/some template.
Both ideas, helpful as they may be, are known to me and have been applied already. It is simply not feasible, as you restate yourself. It is pixel-art territory.
I think taking small parts of a high-detail texture to create tiles is still the most promising approach (since I failed to produce a good grass of my own) but I have issues making them tileable with all variants without creating strongly visible patterns.
Thanks. When developing games, you always pick up new skills.
Still, it is nowhere near enough...
is this really 16x16? The block (second row rightmost) fits into 16x16, the rest does not. And while I understand that you basically need 16x32 for such an orthogonal tileset, the hight only allows for 31 before you cut into the previous piece...
Still looks awesome by the way.
I am sure someone clarified that before but how can all the images be in the public domain while the whole pack is under CC 3.0?
You are neither too late nor is your post unwelcome. Thanks for trying and it definitly looks really good, I would say the best grass tile set I have seen so far.
There are some visible seams but they are far weaker than anything I have been able to conjur. I have used blender's particle simulator for stuff like hair before but it never occured to me to try to make some grass.
What steps did you take during post-editing these tiles? Or is this the direct output?
I am eager to try out this technique myself.
Again, thanks for answering.
EDIT: Looking at the downloads counter, I am probably not the only person that should thank you :-) Seems like mighty fine work attracts others as well.
I do not think a game creation contest is a good idea, stick with art creation. This is open game ART not open game.
All contributors here can create game assets but not all can create a game.
I say, do more asset creation contests. There are so many specific themes and types not explored yet and even repeating something might be a good idea after a while.
Hey no worries about delays and stuff, we are all sacrificing free time on projects like this. Any effort is commendable, no matter the outcome.
Your shot at a tile-set does look better than my tries from (1), (2) and (3) but there are still some seams that are too noticeable, see attached pictures.
How did you blend the edges together? Each picture's border making 1/7th of the final shared border.
A nice technique that I used before too, in my case of hull patterns. Does not solve the problem unless I draw my own grass texture which I seem to be incapable off. It always looks like green vomit or like a SNES rpg :-)
Guess the lack of a response from gnomishcreations means that his or her tries did not produce anything better from the given texture than my attempts did. Damn it. Still, thanks for the try.
Since I am stuck I am grateful for every help I get. Note what I wrote above however, "despite my best efforts with blending and masks, I have failed thus far, always creating visible artifacts and thus patterns on the transitions from tile to tile."
If you think you can do that without creating visible patterns, go ahead. I am eager to learn new tricks.
These are the approaches I tried so far (all based on the grass20.png):
1.) Using a bland green 1-pixel-wide border. Makes it tileable but obviously leads to a visible 2-pixel wide grid and another artifact at the border's transition to the detail texture in middle.
2.) Picking one complete 64x64 detailed patch and making it tileable using mirroring, then placing other 62x62 patches into the middle. Leads to very noticeable artifcats on the transition between border and center.
3.) Approach from (2) but with multiple layers, blending the tileable high detail 64x64 with the new non-tileable patch. Sounds most promising to me but I seem to lack the proper hand for the blending. Still have artifacts.
If you manage to rig up something that looks good, I would be grateful for your permission to use it as well as an explanation/some template.
EDIT: Late here :-) Getting some sleep.
Both ideas, helpful as they may be, are known to me and have been applied already. It is simply not feasible, as you restate yourself. It is pixel-art territory.
I think taking small parts of a high-detail texture to create tiles is still the most promising approach (since I failed to produce a good grass of my own) but I have issues making them tileable with all variants without creating strongly visible patterns.
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