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June 20, 2013
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Hey everyone!


Things covered in this episode:
- The anatomy of a basic tileset
- Setting up and using Photoshop's grid system for making tiles
- Using Photoshop's Offset filter to make tiles seamless
- Adapting a tiling texture into a tileset
- Some results of a finished basic tileset
- Thoughts and some opinions!
- I forgot to master the audio. Sorry if I sound just a tad muffly!


Enoy!

By the way, have you been paying attention to my tumblr? I post stuff like this more often there, as I only see my DA journal as a means to communicate about more DA-only stuff.
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:iconfenrirsrune:
FenrirsRune Featured By Owner Jun 21, 2013  Hobbyist Digital Artist
wow I will give a look at this, it might be useful for my videogames class proyect :thumbsup:
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:iconestivador:
estivador Featured By Owner Jun 21, 2013
great material =D
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:iconmagpiefreak:
MagpieFreak Featured By Owner Jun 21, 2013  Hobbyist Digital Artist
Wahhhh XD thank you very much for this :D  at university I have to create rough games to demonstrate my game designs, and so I had to figure out how to do tiles and stuff by myself XD While I'm sort of adequate at it now, your video has just shown me how I could do it all so much faster and easier XD thank you so much XD You always make such helpful tutorials :D
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:iconjellymice:
jellymice Featured By Owner Jun 20, 2013  Student
Thank you for making this! I cannot wait to see more! I am currently working on a game that involves digital tiles and I have no idea what do to, and I cannot find any tutorials or information on making tiles. Once again thanks and I am looking forward to more!
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:iconalljack:
alljack Featured By Owner Jun 20, 2013
This is really relevent to my needs, i'm yet to watch all of the video but one thing i've been unsure about with my workflow is how to emulate the filter > offset process for diagonal/isometric tiles. And to go out on a limb, i don't suppose you've seen the tiles/art for Rayman Origins?

Wonderful video, was wondering about the specifics for set creation, i'd been taking a strange approach.
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:iconfox-orian:
fox-orian Featured By Owner Jun 20, 2013  Professional Digital Artist
I'll be going over isometrics in the next video :) (or two)

Rayman Origins isn't a tile based game. Every level is built with large scale graphics assets which are layered and pieced together to make terrain, platforms, etc. Many of the graphics assets in the game are used only a few times, specific to just one level. A game like Bastion is a mix. The level foundations are made with large objects like in Rayman, but the parts you walk on are high resolution tiles.
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:iconalljack:
alljack Featured By Owner Jun 20, 2013
Perhaps tiles in the traditional sense is the wrong way of putting it, but it feels like their are very clear repeating assets, most noticably the ground planes. If anything it seems to be almost a hybrid, sharing some similarties with games like Aquaria/Braid with a stamp approach to add detail and layering.

[link]
[link]


Eitherway, looking forward to your next video!
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:iconfox-orian:
fox-orian Featured By Owner Jun 20, 2013  Professional Digital Artist
Yeah, I mean, they had assets available that repeat -- but I don't think the levels are constructed in a tile set fashion. I think the levels were assembled as-is before even being brought into Rayman Origins. A lot of the graphics you see in those screenshots are likely REALLY LARGE single assets with a bunch of collision geometry overlaid. This would explain why Rayman Origins is such a big game in file size despite being 2D. The PS Vita version (which I own) is 1.4 GB. All the levels are constructed of uniquely cut-up sections!
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