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created Game environments
on 02-26-2009 11:58 AM
Hi!
I'm building up 3d 'isometric' tiles for a game. They should be used to form an environments together. I want to keep it in a cartoon style which was inspired by Joe Keller.
My first try is at forest environment. The tiles should be low poly no more than 50-60 tris.
Here is what I got now - there are 9 (3x3) tiles on the picture. Let me know what you think guys! Thanks.

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, spline,
154 Posts,
Join Date Sep 2008,
Location London, UK
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This looks pretty cool for what you're going for. You should definitely work on some more tiles to get an even greater variation between them. Also, if the game you're designing these tiles for supports it, consider elevation changes, because right now the ground is completely flat.
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, line,
50 Posts,
Join Date Jan 2009,
Location Menifee, CA
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That is cute! I immediately like the concept. Some of the texturing looks like it's had the Artistic>Cutout filter from Photoshop applied. Whether or not you've actually used it, perhaps it would be possible to deviate from this appearance a bit...? All I can think of to do that is either apply straighter lines or round the jagged details out. Of course, if you can maintain the cutout appearance across all tiles, I'm sure it would still look excellent.
I can't find about Joe Keller online. What's his style look like?
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, polycounter,
1,010 Posts,
Join Date Nov 2008,
Location Southern Oregon
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Thanks for your replies guys!
Glad you find it interesting. The textures are done by painting custom shapes and layering them in photoshop. No filters added.
The elevation is not possible. All is happening on one level.
Joe Keller site is here http://joekeller.net/index.html. You can see the same kind of style in some of his art.
I'll keep them coming ;) Can't show screens from game yet tho, maybe later.
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, spline,
154 Posts,
Join Date Sep 2008,
Location London, UK
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Cute! I love the tile designs. Might I ask how you're creating the models? Y'know, software, UV wrapping methods and suchlike.
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, null,
23 Posts,
Join Date Apr 2008,
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Hey, Awesome! The only thing I might recommend is keeping the color changes as sharp as possible to avoid soft, anti-aliased edges. Either with clever use of low res textures or cutting some of the color shapes into the geometry so that you can just assign all of those polys to a single pixel. I think it might help it have a more graphic apperance.
Looks like a fun project!
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, spline,
178 Posts,
Join Date Oct 2005,
Location Irvine, Ca
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@matthew: Thanks. How I create the models is no science  First I do reference search on internet for a certain object to know how it looks like and made some sketches. I use 'box' modeling approach, so I start with box/cone and pull vertices until I got what I wanted. Flatten uv's and paint texture in photoshop ;)
This is how the texture of the mushrooms looks like:
@joe: Nice to see you here!  Thanks for advice. I will try to get rid of the antialiasing and see how it looks like. I may try putting sharpen filter on the texture as well. I'll try to play also with the contrast and saturation.
This is update for today, added some rocks and hole!

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, spline,
154 Posts,
Join Date Sep 2008,
Location London, UK
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not sure what purpose the hole has, but wouldn't it be possible to use a few more polys to have it inset into the tile and the edges less straight? right now it somehow doesn't work well with the rest.
everything else looks really great 
cheers
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, polygon,
526 Posts,
Join Date Jan 2009,
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Liking it, nice colours. Can you afford 5 more tris for the shroom caps ??
Maybe just the big ones
Last edited by Wheel; 02-27-2009 at 09:05 AM..
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, vertex,
47 Posts,
Join Date Dec 2008,
Location Brighton UK
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Paging Dr. Hawken, you're needed in the OR.
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, Administrator,
7,349 Posts,
Join Date Oct 2004,
Location Vancouver, B.C.
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Neat!
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, polygon,
739 Posts,
Join Date Nov 2007,
Location Portsmouth, UK
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I'm really liking this.
makes me wanna play final fantasy tactics... or tactics ogre.
post more! 
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This looks nice, I agree about making the hole less square in shape. I really like the painted textures you've done, very simple but works really well.
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, polygon,
652 Posts,
Join Date May 2008,
Location London, UK
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Thumbs up.
I like the square hole. COUNTER POINT!
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, veteran polycounter,
3,345 Posts,
Join Date Oct 2004,
Location Maynard, MA
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Looks great so far - I cant think of anything to crit other than what has already been said. If you are unfamiliar with it, you check out an old game called Xcom: UFO defense. The entire game is 3/4 perspective like yours, and they did a great job populating their grids, considering how old of a game it is anyway. Perhaps it would be inspiration for you
-Nick
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, triangle,
410 Posts,
Join Date Jul 2008,
Location South Florida
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Thanks a lot for all you replies!
@divi, carlo_c: The hole must be square, as you can see on the new image  But I'll think about adding some texture of soil around so it looks more connected to the environment. Good point anyway ;)
@wheel: the props will be quite small in the game so I would rather take some out than add new
@adamBrome: Sorry mate, but don't get you at all
@Target_Renegade: Thanks!
@imb3nt: More coming soon! ;)
@Sectaurus: Hope you like the crate as well
@Mechadus: I've been playing ufo for hours and hour, good old times
Here is quick update, I made crate which will fall into the hole to cover it. Now you see why the hole needs to be square ;). I made acorn and some generic block to fill space (will try to avoid using them if possible tho).

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, spline,
154 Posts,
Join Date Sep 2008,
Location London, UK
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Fun stuff! Perhaps you could rotate some of the repeating tiles for nicer blending?
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, triangle,
393 Posts,
Join Date Oct 2004,
Location Cologne
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man, i really like where this is going Valdino!
I love the cartoonyness of it and the low polycount gives it an oldschool feel. It looks great. it looks like this could be a really fun DS game or something.
but I was wondering, with the tiles you have shown us all i see in the future for this project is a huge musrhoom filled wasteland. how are you going to handle bigger things like buildings or trees or arches? not saying you cant do it, but I just was wondering if youd thought of that and what your plan was. off the top of my head id probably make them as one big object and just multiply the polycount for them x the number of squares they take up.
so like if a building took up 5 squares Id just make the building and use 250 (50x5) polys instead of 50. Sorry if this seems obvioius. just thowin out some ideas :P
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, line,
51 Posts,
Join Date Dec 2008,
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@peppi: Yeah, I will definitely rotate the titles.
@ApprenticeEverything: Thanks for your advices ;) Good idea about the bigger objects taking up more squares.. I'll think about it and try to do some tests. The problem can be that the player won;t see the environment clearly..
Small update..

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, spline,
154 Posts,
Join Date Sep 2008,
Location London, UK
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I don't think the crate fits at all, but i love the style (of the rest, not the crate).
Brandon Nobbs, World Artist
My Portfolio <<<(hasn't been updated in 4 years)
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, veteran polycounter,
2,946 Posts,
Join Date Oct 2004,
Location Kirkland WA
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Yeah the crate is out of place. Other than that, sweet! To be exported to the DS 3D viewer for sure!!
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, veteran polycounter,
3,510 Posts,
Join Date Oct 2004,
Location Irvine CA
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Now I want to play old Zelda games, these are so cool and cute and clean 
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, dedicated polycounter,
1,361 Posts,
Join Date Oct 2004,
Location Cary,NC
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Excelent job vladino
very cute
Keep up
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, line,
52 Posts,
Join Date Feb 2007,
Location France
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Thanks for all your comments guys! Even I haven't replied for some time I saw them all and appreciate!
I was busy making the main planet, which will be used to select levels. This is finished now and I'll start doing tiles for the different environments.
Will try to make video of the planet once in engine.
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, spline,
154 Posts,
Join Date Sep 2008,
Location London, UK
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Quote:
Originally Posted by adamBrome
Paging Dr. Hawken, you're needed in the OR.
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watching this with great interest!
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, Moderator,
4,610 Posts,
Join Date Jan 2005,
Location .jp
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