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Objects and Textures: Fantasy
 Dundjinni Mapping Software - Forums : Objects and Textures: Fantasy
Subject Topic: Grass/clover revisited Post ReplyPost New Topic
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Joined: 09/27/2004
Location: United States
Posts: 509
Posted: 10/14/2004 at 6:34pm | IP Logged Quote jdale

I redid this with a 50% transparent filter image, like I was saying in the hay thread. It still has a sense of high detail even though you can't count individual clovers like you could before. (Also, I made it darker and upped the contrast, to better match the other art.)

This is a tile from before. You can see the distinct fringe effect from the frame transparency.

I think that this particular scale of detail is hard. Lots of structure on the 5-20 pixel scale, but very little beyond that, which means there are no large patterns to distract from the fringe effect. I suppose the other solution is, instead of using a square to define the inside of your frame, create an irregular shape.

I'm not redoing the other tiles in the set because they have enough larger scale pattern to overwhelm the fringe effect. It was really just this one that bothered me.
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Joined: 05/21/2004
Location: United States
Posts: 1860
Posted: 10/14/2004 at 11:29pm | IP Logged Quote Cecil

   Many thanks for making this set of tiles. They will be incredibly useful--finally allowing me to complete a user-art manor house and grounds.
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Joined: 01/01/2004
Location: Philippines
Posts: 279
Posted: 12/11/2004 at 4:55pm | IP Logged Quote alfblack

Hay.. Those partially visible frige helps with the minis border. :)

I play with grids.

Those who can't draw, do 3d.
Those who can't do 3d, do DazStudio.
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