Hey all!
I am currently working on a project with a few colleagues and have been tasked with creating the ground stamps (UDK based game) for the tileset we are creating.
Now the style is very, very simplified. Mostly flat colours and the like, and any detail that is shown needs to be fairly hand-painted-esque.
Now I went through a few iterations of this, each one too realistic, but this is my current attempt at a very simplified (as in, not showing every blade of grass, just doing a... Torchlight 2/Diablo 3 styled and soft ground maps).
Currently it isn't seamless and it needs to be, but I am concerned that the way I have hand painted it won't work well as a tiling texture. Any advice, tips or feedback would be most welcome!
Cheers
Jarvgrimr
PS: I will update this with the dirt & other grass texture as I go along!
Replies
I am going to try and push the contrast a bit and re-post.
Also, rotating the blades of grass is a good idea to get omnidirectional patterns, but you've made your blades too directional and they seem to just follow circular patterns that move outward from the center. This reult reads like water ripples and destroys all hope of tiling.
I had a go-over it with some more highlights and shadow changes, to fix the contrast, but I think I'll do exactly what you did over the top as well
Thanks for taking the time to have a tinker with my stuff and point this info out to me :poly003:
Update... tomorrow.
Notice how the grass here has nice, sharp edges. Also notice the the white highlights on some of blades because of the shiny nature of grass. Try to get a more random pattern instead of the whole thing flowing upward, and use some nice deep purple black shadows to get some contrast. If you want to know how to get crisp edges just use a brush with 100% hardness.
The colours are off, and they look so broad, as to almost be leaves. So I want to go back and re-do the base file I used to make the blades. What do you guys think?
I also tried out making a dirt texture, it lacks contrast I think, but I am in a rush to finish it, and see it in-engine with the lighting system. Then I can see how I need to alter it. Any crits, comments and curses are all welcome!