I'm not a fan of their clumsy always-looking-up eyes.
Is it the shading around the eye that makes it look like that? Cos they're supposed to be single pixel, non-directional eyes like all my other mobs. I might have to adjust that a little then!
Is it the shading around the eye that makes it look like that? Cos they're supposed to be single pixel, non-directional eyes like all my other mobs. I might have to adjust that a little then!
Is it the shading around the eye that makes it look like that? Cos they're supposed to be single pixel, non-directional eyes like all my other mobs. I might have to adjust that a little then!
Alright, I think I can see what you mean, I'll have a fiddle with them.
Still gonna have shading surrounding a single pixel eye though, I think it's one of the more noticeable things about all my animals. Anywho, thanks for the feedback!
EDIT: New page! As master of the page, your challenge is to draw me a horses head!
@Prohecy_Wrecker: That golem looks quite good! I think it might look better with a bit less contrast, though. Or maybe some shadowing on the edges. It's detailed, but I think the overall form could be a bit less... messy? IDK.
@Sheep: Wow. Not very many packs have conquered the horses... Great job! But wait... what about the skeleton and zombie horse?
Well, I stumbled on a site that has some beautiful painted/sorta cartoonish looking textures (site). It inspired me to draw this:
Tiled 4x4 at quarter of original size:
Quite happy with how it turned out.
EDIT: 512x is a bit obnoxiously big. Posted a 256x version.
Wanted to catch up on everything. Went back and read every TAU post I missed, and other topics I follow.
Ringoster, all the textures in that new pack are amazing. I don't know if you've done this, but are you gonna down-scale it? At least to about 64, so that there are multiple packs. I know its a hefty task, but if you have a texture sheet where all of them go (trust me, do it) then it will be a breeze.
Wanted to catch up on everything. Went back and read every TAU post I missed, and other topics I follow.
Ringoster, all the textures in that new pack are amazing. I don't know if you've done this, but are you gonna down-scale it? At least to about 64, so that there are multiple packs. I know its a hefty task, but if you have a texture sheet where all of them go (trust me, do it) then it will be a breeze.
Thanks. Means a lot to me! Yes, I was planning on having resolutions down to 64x, and possibly the odd ones in between (96, 192, 384) if I somehow find the extra time to do them. Not sure how I'm gonna do that exactly... I was thinking of using DTD's unstitcher.
Here's my entry for the page-get-horse-head-challenge:
16x16 (well actually 16x17), and somehow I managed to use exactly 16 colors as well, so it kinda worked perfectly.
I've started working on the cobblestone wall texture... here's a WIP of the shading/design.
-snip-
No offense, but can't you do something.... a little less boring?
I mean, your pack is really over-the-top stylized with wacky ideas, and random oddities, and the best you've come up with is puzzle-piece rocks?
I kinda think you should make a sort of makeshift trash-wall with glue-mortar. I mean, it's closer to the idea of cobblestone than what you're making (you've got no mortar, so either those are processed stones like mosaic or it's cracks like over-dried mud).
(I apologize if you have something like this already in your pack, but here goes) So think of this: the wall is basically a glue/epoxy cube, with random things strewn about. rocks, rebar, metal meshes, skulls, CRT monitors, planks, safes, fridges, cinder blocks, trash cans, and most notably the buckets of glue/epoxy that was used to make the wall. You can see the depth of the dried glue/epoxy material by the items haphazardly contained within it, which reflect light back from within in a milky fashion.
Rollback Post to RevisionRollBack
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
No offense, but can't you do something.... a little less boring?
I mean, your pack is really over-the-top stylized with wacky ideas, and random oddities, and the best you've come up with is puzzle-piece rocks?
I kinda think you should make a sort of makeshift trash-wall with glue-mortar. I mean, it's closer to the idea of cobblestone than what you're making (you've got no mortar, so either those are processed stones like mosaic or it's cracks like over-dried mud).
(I apologize if you have something like this already in your pack, but here goes) So think of this: the wall is basically a glue/epoxy cube, with random things strewn about. rocks, rebar, metal meshes, skulls, CRT monitors, planks, safes, fridges, cinder blocks, trash cans, and most notably the buckets of glue/epoxy that was used to make the wall. You can see the depth of the dried glue/epoxy material by the items haphazardly contained within it, which reflect light back from within in a milky fashion.
That sounds rediculously hard to make. Anyway, i do have a few things kind of like that...
Birch leaves are a pile of paper:
And soul sand is actually assorted medical waste. Organs, bones, syringes, and such.
Anyway, there will be mortar when i'm done. I feel like a steampunk pack needs proper cobblestone though. It's a staple of victorian archetecture. Not every texture can be over the top, there needs to be some contrast.
But over all, i'd strongly recommend using gradient maps rather than your blending mode method. For instance gold tends to look pretty yellow in the highlights and but redder and more desaturated in the darker parts. Gradient maps allow you to control your highlight, mid-tone, and shadow colors separately, as well as overall brightness and contrast.
But over all, i'd strongly recommend using gradient maps rather than your blending mode method. For instance gold tends to look pretty yellow in the highlights and but redder and more desaturated in the darker parts. Gradient maps allow you to control your highlight, mid-tone, and shadow colors separately, as well as overall brightness and contrast.
Gradient maps? I have been using a curves filter to adjust the color at different brightnesses though.
Rollback Post to RevisionRollBack
Quoted from Meringue - Too bad i own and have to use PS (at work) - it's clunky and i hate it..
Is it the shading around the eye that makes it look like that? Cos they're supposed to be single pixel, non-directional eyes like all my other mobs. I might have to adjust that a little then!
none - silver_gray - gray - electrum - slate_gray - alt_silver_gray - bronze - red_gold - gold - platinum_series - lead+similar - cobalt - osmium+similar - copper - brass - iron+similar
(left to right)
This isn't pixel art if you were wondering
Quoted from Meringue - Too bad i own and have to use PS (at work) - it's clunky and i hate it..
Alright, I think I can see what you mean, I'll have a fiddle with them.
Still gonna have shading surrounding a single pixel eye though, I think it's one of the more noticeable things about all my animals. Anywho, thanks for the feedback!
EDIT: New page! As master of the page, your challenge is to draw me a horses head!
@Sheep: Wow. Not very many packs have conquered the horses... Great job! But wait... what about the skeleton and zombie horse?
Well, I stumbled on a site that has some beautiful painted/sorta cartoonish looking textures (site). It inspired me to draw this:
Tiled 4x4 at quarter of original size:
Quite happy with how it turned out.
EDIT: 512x is a bit obnoxiously big. Posted a 256x version.
Umm. So it's been a bit.
Wanted to catch up on everything. Went back and read every TAU post I missed, and other topics I follow.
Ringoster, all the textures in that new pack are amazing. I don't know if you've done this, but are you gonna down-scale it? At least to about 64, so that there are multiple packs. I know its a hefty task, but if you have a texture sheet where all of them go (trust me, do it) then it will be a breeze.
That may be the most disturbing image I have seen all day.
WOAH... that's not what I expected... *shivers*
Thanks. Means a lot to me! Yes, I was planning on having resolutions down to 64x, and possibly the odd ones in between (96, 192, 384) if I somehow find the extra time to do them. Not sure how I'm gonna do that exactly... I was thinking of using DTD's unstitcher.
Here's my entry for the page-get-horse-head-challenge:
16x16 (well actually 16x17), and somehow I managed to use exactly 16 colors as well, so it kinda worked perfectly.
Jingle bells, decay and fails
The adventurers all died of fright.
Dungeons night, was never right
When the lich came in a sleigh.
By Sileo_Vulpes
No offense, but can't you do something.... a little less boring?
I mean, your pack is really over-the-top stylized with wacky ideas, and random oddities, and the best you've come up with is puzzle-piece rocks?
I kinda think you should make a sort of makeshift trash-wall with glue-mortar. I mean, it's closer to the idea of cobblestone than what you're making (you've got no mortar, so either those are processed stones like mosaic or it's cracks like over-dried mud).
(I apologize if you have something like this already in your pack, but here goes) So think of this: the wall is basically a glue/epoxy cube, with random things strewn about. rocks, rebar, metal meshes, skulls, CRT monitors, planks, safes, fridges, cinder blocks, trash cans, and most notably the buckets of glue/epoxy that was used to make the wall. You can see the depth of the dried glue/epoxy material by the items haphazardly contained within it, which reflect light back from within in a milky fashion.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
That sounds rediculously hard to make. Anyway, i do have a few things kind of like that...
Birch leaves are a pile of paper:
And soul sand is actually assorted medical waste. Organs, bones, syringes, and such.
Anyway, there will be mortar when i'm done. I feel like a steampunk pack needs proper cobblestone though. It's a staple of victorian archetecture. Not every texture can be over the top, there needs to be some contrast.
Shhhhhhhhhhhhhhhhhhhhhhhhhh...... *slides zombie and skelly horses behind the couch*
What zombie and skelly horses?
Lovely stone bricks too, looks like a more stylised and hi res version of sixtygig.
LOL that is a good effort. Look at the, uhhhhh, cute face on that guy...
Well, your gold is too orange, IMHO.
But over all, i'd strongly recommend using gradient maps rather than your blending mode method. For instance gold tends to look pretty yellow in the highlights and but redder and more desaturated in the darker parts. Gradient maps allow you to control your highlight, mid-tone, and shadow colors separately, as well as overall brightness and contrast.
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* Join the Lithos Discord for previews and to help
Gradient maps? I have been using a curves filter to adjust the color at different brightnesses though.
Quoted from Meringue - Too bad i own and have to use PS (at work) - it's clunky and i hate it..