Making rocks
I learned these major lessons from the tutorial: 1) Start at the edges, work inward. 2) Don't be afraid to use the darkest color to "putty in" some awkward corners. 3) Use the next-darkest color all around the rock, not just on one edge for shadow, but use it most on the shadowed side--and don't be afraid to glob it on there. 4) Use that same color for some extra antialiasing around the cracks. 5) Highlights should be pretty irregular--they're rocks after all! 6) Avoid accidentally creating a strong horizontal or vertical line; it's best if you do this part first.
My first attempt was less than successful, but this time I was able to knock out a good stone tile in very little time. A little practice doesn't hurt. This is what I came up with for a first attempt:
![]() |
That came out pretty well, and with only 4 colors. So I thought to make it look more realistic, less pixel-arty, I would process it a bit. Here's the same image after I ran it through a soften filter, then sharpened twice:
![]() |
One of the first BYOND games I ever saw did something like this, but with orange rocks that had a fiery tone, and they varied in brightness. So, I worked up a little something along those same lines. I redid my palette so that the crack color was black, and the rocks were shades going from red to orange. Then I added a brighter orange, and a darker red, for a 5-color range plus black. Any given rock used 3 of the colors. I had to be careful not to group the same colors too much, or accidentally create a direction line for the eye to follow.
![]() |
That came out amazingly similar to what I was trying to emulate, only the rocks are bigger. It looks even better with the same smoothing applied:
![]() |
Once I'd done this, I realized the same thing could be done to the original gray tones, so I did some quick color swaps on the orange one:
![]() |
Then I smoothed again:
![]() |
All in all, I got a nice base to work from if I ever want to use this tile--and variations on it--in a game. It just goes to show that when it comes to pixel art, even if you fail once or twice, it pays to be persistent. I learned a lot from that tutorial, and there is a wealth of others out there.
Posted by Lummox JR (Dungeon Master) on Sunday, May 06, 2007 12:23AM
- 10 comments
(link)
/
Keywords:
graphics
« The Pick-Me-Up Dungeon Crawl Challenge · Cities of the Underworld »






Login to post a comment.
#10 Halice:
Thankyou! I know it was kind of a lame question, but I've never had access to purchasing programs. I had always used Paint, that came with the computer. But now that I need to start working on tiles, and Paint only has an eraser of 4x4, which I can't use for editing big icons, I'm stuck. I need to start looking for a new image editor. I tried GIMP, but it seemed like the eraser was difficult to use; it seemed to get darker to the more times you went over it, was different shades of gray, and wasn't precise in editing individual pixels. I'm mostly looking for something with good 1x1 erasing, and maybe something for editing logos and photos as well as pixel art.
I asked because the soften and sharpen feature looked really useful. I think photoshop might be what I'm looking for?
If I could find one I know for sure will work for me, I'm willing to pay for it, but a trial for free to see if I can make any use out of it is preferred. Could you recommend anything to me?
Wednesday, April 23, 2008 09:32AM
(Edited on Wednesday, April 23, 2008 09:58AM)
#9 Lummox JR:
My pixel editor of choice is PSP 4.1, which does a lot of simple stuff pretty well. What I did was first tiled my 32x32 icon into a 96x96 image, then use the soften/sharpen filters, then trim back to 32x32 using the middle section. (This avoids any issues that might show up at the edges of the image.) I imagine a basic soften or sharpen operation in Photoshop would give you much the same result.
Saturday, April 12, 2008 10:10PM
(Edited on Wednesday, April 23, 2008 09:37AM)
#8 Halice:
What program did you use to soften and sharpen it?
Saturday, April 12, 2008 12:52AM
#7 Jtgibson:
I've always thought that the red-orange-brown scheme often used in lava-themed areas looked exactly like a bowlful of Reese's Pieces. The effect is most prominent in the volcano levels in Super Mario 64.
Sunday, May 06, 2007 11:08PM
#6 TheMonkeyDidIt:
Really awesome work, LJR. Especially the rocks that used a different base brightness in sets 2 - 6. It makes some of the rocks look a bit set back from the others.
Also, nice use of the palette on the orange rocks. Using a hue shift between shades is a great technique and those look really good.
Sunday, May 06, 2007 06:08PM
#5 Gughunter:
Very good! The tiles look great. I will be stealing this technique.
Sunday, May 06, 2007 05:28PM
#4 Lummox JR:
Tiberath wrote:
> The blur doesn't work as well on the grey ones. But I think it blended beautifully with the red-orange ones.
That might be because the red-orange shades actually change hue as they move up or down in brightness. The darker colors are pure red, but in the lighter ones, the amount of green is stepped up a little at a time. The shades are #300, #600, #930, #f60, and #f90. That's four different hues, so blending has a pretty interesting effect between them.
Sunday, May 06, 2007 08:50AM
#3 Tiberath:
Elation wrote:
> I prefer the original, pre-processed stone tiles to the blurred ones.
The blur doesn't work as well on the grey ones. But I think it blended beautifully with the red-orange ones.
Sunday, May 06, 2007 07:34AM
#2 Popisfizzy:
I think they all look pretty damn good.
Sunday, May 06, 2007 12:51AM
#1 Elation:
I prefer the original, pre-processed stone tiles to the blurred ones.
Sunday, May 06, 2007 12:36AM