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devandblind

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A member registered 3 days ago

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I know that colors do not all have the same value ("lightness") to them, but I'll try fiddling with the HSV sliders for select color ranges and attempt to turn the green versions into autumn ones. Same might to a degree for winter with desaturation/greyscale.

Edit: Godot has a value to "modulate" the tiles with a color, which on first look seems okay to create tiles for seasons or daytimes.

Thank you for providing these! I'm going to leave this comment beneath the other assets as well, for visibility.

I know your art from Starsector (a game I adore) and for anyone who hasn't tumbled down the art direction rabbithole for their game, here's some food for thought as to what (game) art needs in order to look good (and why practically every bit of AI generated art sucks at that):

- Art direction, that is a uniform, consistent style, meaning:

- Line art that is not too thick or thin and stays visible and consistent when scaled down (icons, anyone?), separating the object from the rest of the scene, allowing easy distinction

- Proportions and details that do not overload the viewer or get lost when scaled down (icons, again) and are READABLE; plenty of AI images suffer from chaotic, exhausting messiness of details that only blur when scaled to icon size

- Colors that are muted and fit together. Just because there are 256^3 colors (in RGB space) does not mean that you get to use all of them all the time. Lighting is a thing. 2-3 desaturated (muted) colors that oppose one another are often the right way to go.

- "Uncanny Valley" sucks: AI art looks very much LIKE "the thing", but it IS NOT "the thing" and gives this weird vibe and stresses the eye, cheapening your game

- Lighting, especially for gems. Gems are cut a certain way, so that they reflect the incoming light out towards the viewer (think diamond cut, hence the term brilliant). I have yet to see a single gem made by AI that understands the cut and reflection in gemstones.

So thank you. Your artwork is gorgeous and after learning about a lot of things for my own artwork I can recognize the aforementioned aspects inside your assets. I loved this style in Battle Brothers and think it strikes a perfect balance between realism and abstraction.

Cheers!

Thank you for providing these! I'm going to leave this comment beneath the other assets as well, for visibility.

I know your art from Starsector (a game I adore) and for anyone who hasn't tumbled down the art direction rabbithole for their game, here's some food for thought as to what (game) art needs in order to look good (and why practically every bit of AI generated art sucks at that):

- Art direction, that is a uniform, consistent style, meaning:

- Line art that is not too thick or thin and stays visible and consistent when scaled down (icons, anyone?), separating the object from the rest of the scene, allowing easy distinction

- Proportions and details that do not overload the viewer or get lost when scaled down (icons, again) and are READABLE; plenty of AI images suffer from chaotic, exhausting messiness of details that only blur when scaled to icon size

- Colors that are muted and fit together. Just because there are 256^3 colors (in RGB space) does not mean that you get to use all of them all the time. Lighting is a thing. 2-3 desaturated (muted) colors that oppose one another are often the right way to go.

- "Uncanny Valley" sucks: AI art looks very much LIKE "the thing", but it IS NOT "the thing" and gives this weird vibe and stresses the eye, cheapening your game

- Lighting, especially for gems. Gems are cut a certain way, so that they reflect the incoming light out towards the viewer (think diamond cut, hence the term brilliant). I have yet to see a single gem made by AI that understands the cut and reflection in gemstones.

So thank you. Your artwork is gorgeous and after learning about a lot of things for my own artwork I can recognize the aforementioned aspects inside your assets. I loved this style in Battle Brothers and think it strikes a perfect balance between realism and abstraction.

Cheers!

Thank you for providing these! I'm going to leave this comment beneath the other assets as well, for visibility.

I know your art from Starsector (a game I adore) and for anyone who hasn't tumbled down the art direction rabbithole for their game, here's some food for thought as to what (game) art needs in order to look good (and why practically every bit of AI generated art sucks at that):

- Art direction, that is a uniform, consistent style, meaning:

- Line art that is not too thick or thin and stays visible and consistent when scaled down (icons, anyone?), separating the object from the rest of the scene, allowing easy distinction

- Proportions and details that do not overload the viewer or get lost when scaled down (icons, again) and are READABLE; plenty of AI images suffer from chaotic, exhausting messiness of details that only blur when scaled to icon size

- Colors that are muted and fit together. Just because there are 256^3 colors (in RGB space) does not mean that you get to use all of them all the time. Lighting is a thing. 2-3 desaturated (muted) colors that oppose one another are often the right way to go.

- "Uncanny Valley" sucks: AI art looks very much LIKE "the thing", but it IS NOT "the thing" and gives this weird vibe and stresses the eye, cheapening your game

- Lighting, especially for gems. Gems are cut a certain way, so that they reflect the incoming light out towards the viewer (think diamond cut, hence the term brilliant). I have yet to see a single gem made by AI that understands the cut and reflection in gemstones.

So thank you. Your artwork is gorgeous and after learning about a lot of things for my own artwork I can recognize the aforementioned aspects inside your assets. I loved this style in Battle Brothers and think it strikes a perfect balance between realism and abstraction.

Cheers!

Thank you for providing these! I'm going to leave this comment beneath the other assets as well, for visibility.

I know your art from Starsector (a game I adore) and for anyone who hasn't tumbled down the art direction rabbithole for their game, here's some food for thought as to what (game) art needs in order to look good (and why practically every bit of AI generated art sucks at that):

- Art direction, that is a uniform, consistent style, meaning:

- Line art that is not too thick or thin and stays visible and consistent when scaled down (icons, anyone?), separating the object from the rest of the scene, allowing easy distinction

- Proportions and details that do not overload the viewer or get lost when scaled down (icons, again) and are READABLE; plenty of AI images suffer from chaotic, exhausting messiness of details that only blur when scaled to icon size

- Colors that are muted and fit together. Just because there are 256^3 colors (in RGB space) does not mean that you get to use all of them all the time. Lighting is a thing. 2-3 desaturated (muted) colors that oppose one another are often the right way to go.

- "Uncanny Valley" sucks: AI art looks very much LIKE "the thing", but it IS NOT "the thing" and gives this weird vibe and stresses the eye, cheapening your game

- Lighting, especially for gems. Gems are cut a certain way, so that they reflect the incoming light out towards the viewer (think diamond cut, hence the term brilliant). I have yet to see a single gem made by AI that understands the cut and reflection in gemstones.

So thank you. Your artwork is gorgeous and after learning about a lot of things for my own artwork I can recognize the aforementioned aspects inside your assets. I loved this style in Battle Brothers and think it strikes a perfect balance between realism and abstraction.

Cheers!

Thank you for providing these! I'm going to leave this comment beneath the other assets as well, for visibility.

I know your art from Starsector (a game I adore) and for anyone who hasn't tumbled down the art direction rabbithole for their game, here's some food for thought as to what (game) art needs in order to look good (and why practically every bit of AI generated art sucks at that):

- Art direction, that is a uniform, consistent style, meaning:

- Line art that is not too thick or thin and stays visible and consistent when scaled down (icons, anyone?), separating the object from the rest of the scene, allowing easy distinction

- Proportions and details that do not overload the viewer or get lost when scaled down (icons, again) and are READABLE; plenty of AI images suffer from chaotic, exhausting messiness of details that only blur when scaled to icon size

- Colors that are muted and fit together. Just because there are 256^3 colors (in RGB space) does not mean that you get to use all of them all the time. Lighting is a thing. 2-3 desaturated (muted) colors that oppose one another are often the right way to go.

- "Uncanny Valley" sucks: AI art looks very much LIKE "the thing", but it IS NOT "the thing" and gives this weird vibe and stresses the eye, cheapening your game

- Lighting, especially for gems. Gems are cut a certain way, so that they reflect the incoming light out towards the viewer (think diamond cut, hence the term brilliant). I have yet to see a single gem made by AI that understands the cut and reflection in gemstones.

So thank you. Your artwork is gorgeous and after learning about a lot of things for my own artwork I can recognize the aforementioned aspects inside your assets. I loved this style in Battle Brothers and think it strikes a perfect balance between realism and abstraction.

Cheers!

Thank you for providing these! I'm going to leave this comment beneath the other assets as well, for visibility.

I know your art from Starsector (a game I adore) and for anyone who hasn't tumbled down the art direction rabbithole for their game, here's some food for thought as to what (game) art needs in order to look good (and why practically every bit of AI generated art sucks at that):

- Art direction, that is a uniform, consistent style, meaning:

- Line art that is not too thick or thin and stays visible and consistent when scaled down (icons, anyone?), separating the object from the rest of the scene, allowing easy distinction

- Proportions and details that do not overload the viewer or get lost when scaled down (icons, again) and are READABLE; plenty of AI images suffer from chaotic, exhausting messiness of details that only blur when scaled to icon size

- Colors that are muted and fit together. Just because there are 256^3 colors (in RGB space) does not mean that you get to use all of them all the time. Lighting is a thing. 2-3 desaturated (muted) colors that oppose one another are often the right way to go.

- "Uncanny Valley" sucks: AI art looks very much LIKE "the thing", but it IS NOT "the thing" and gives this weird vibe and stresses the eye, cheapening your game

- Lighting, especially for gems. Gems are cut a certain way, so that they reflect the incoming light out towards the viewer (think diamond cut, hence the term brilliant). I have yet to see a single gem made by AI that understands the cut and reflection in gemstones.

So thank you. Your artwork is gorgeous and after learning about a lot of things for my own artwork I can recognize the aforementioned aspects inside your assets. I loved this style in Battle Brothers and think it strikes a perfect balance between realism and abstraction.

Cheers!

Thank you for providing these! I'm going to leave this comment beneath the other assets as well, for visibility.

I know your art from Starsector (a game I adore) and for anyone who hasn't tumbled down the art direction rabbithole for their game, here's some food for thought as to what (game) art needs in order to look good (and why practically every bit of AI generated art sucks at that):

- Art direction, that is a uniform, consistent style, meaning:

- Line art that is not too thick or thin and stays visible and consistent when scaled down (icons, anyone?), separating the object from the rest of the scene, allowing easy distinction

- Proportions and details that do not overload the viewer or get lost when scaled down (icons, again) and are READABLE; plenty of AI images suffer from chaotic, exhausting messiness of details that only blur when scaled to icon size

- Colors that are muted and fit together. Just because there are 256^3 colors (in RGB space) does not mean that you get to use all of them all the time. Lighting is a thing. 2-3 desaturated (muted) colors that oppose one another are often the right way to go.

- "Uncanny Valley" sucks: AI art looks very much LIKE "the thing", but it IS NOT "the thing" and gives this weird vibe and stresses the eye, cheapening your game

- Lighting, especially for gems. Gems are cut a certain way, so that they reflect the incoming light out towards the viewer (think diamond cut, hence the term brilliant). I have yet to see a single gem made by AI that understands the cut and reflection in gemstones.

So thank you. Your artwork is gorgeous and after learning about a lot of things for my own artwork I can recognize the aforementioned aspects inside your assets. I loved this style in Battle Brothers and think it strikes a perfect balance between realism and abstraction.

Cheers!

I'm yet unsure of the composition of my game world map and am, too, used to flat hexagons. I'm going to play around with it a bit and see if maybe one can "reshape" them if necessary - the square tiles and hexagon versions seem to be basically just that, right?

Thank you for providing these! I'm going to leave this comment beneath the other assets as well, for visibility.

I know your art from Starsector (a game I adore) and for anyone who hasn't tumbled down the art direction rabbithole for their game, here's some food for thought as to what (game) art needs in order to look good (and why practically every bit of AI generated art sucks at that):

- Art direction, that is a uniform, consistent style, meaning:

- Line art that is not too thick or thin and stays visible and consistent when scaled down (icons, anyone?), separating the object from the rest of the scene, allowing easy distinction

- Proportions and details that do not overload the viewer or get lost when scaled down (icons, again) and are READABLE; plenty of AI images suffer from chaotic, exhausting messiness of details that only blur when scaled to icon size

- Colors that are muted and fit together. Just because there are 256^3 colors (in RGB space) does not mean that you get to use all of them all the time. Lighting is a thing. 2-3 desaturated (muted) colors that oppose one another are often the right way to go.

- "Uncanny Valley" sucks: AI art looks very much LIKE "the thing", but it IS NOT "the thing" and gives this weird vibe and stresses the eye, cheapening your game

- Lighting, especially for gems. Gems are cut a certain way, so that they reflect the incoming light out towards the viewer (think diamond cut, hence the term brilliant). I have yet to see a single gem made by AI that understands the cut and reflection in gemstones.

So thank you. Your artwork is gorgeous and after learning about a lot of things for my own artwork I can recognize the aforementioned aspects inside your assets. I loved this style in Battle Brothers and think it strikes a perfect balance between realism and abstraction.

Cheers!

Thank you for providing these! I'm going to leave this comment beneath the other assets as well, for visibility.

I know your art from Starsector (a game I adore) and for anyone who hasn't tumbled down the art direction rabbithole for their game, here's some food for thought as to what (game) art needs in order to look good (and why practically every bit of AI generated art sucks at that):

- Art direction, that is a uniform, consistent style, meaning:

- Line art that is not too thick or thin and stays visible and consistent when scaled down (icons, anyone?), separating the object from the rest of the scene, allowing easy distinction

- Proportions and details that do not overload the viewer or get lost when scaled down (icons, again) and are READABLE; plenty of AI images suffer from chaotic, exhausting messiness of details that only blur when scaled to icon size

- Colors that are muted and fit together. Just because there are 256^3 colors (in RGB space) does not mean that you get to use all of them all the time. Lighting is a thing. 2-3 desaturated (muted) colors that oppose one another are often the right way to go.

- "Uncanny Valley" sucks: AI art looks very much LIKE "the thing", but it IS NOT "the thing" and gives this weird vibe and stresses the eye, cheapening your game

- Lighting, especially for gems. Gems are cut a certain way, so that they reflect the incoming light out towards the viewer (think diamond cut, hence the term brilliant). I have yet to see a single gem made by AI that understands the cut and reflection in gemstones.

So thank you. Your artwork is gorgeous and after learning about a lot of things for my own artwork I can recognize the aforementioned aspects inside your assets. I loved this style in Battle Brothers and think it strikes a perfect balance between realism and abstraction.

Cheers!

Thank you for providing these! I'm going to leave this comment beneath the other assets as well, for visibility.

I know your art from Starsector (a game I adore) and for anyone who hasn't tumbled down the art direction rabbithole for their game, here's some food for thought as to what (game) art needs in order to look good (and why practically every bit of AI generated art sucks at that):

- Art direction, that is a uniform, consistent style, meaning:

- Line art that is not too thick or thin and stays visible and consistent when scaled down (icons, anyone?), separating the object from the rest of the scene, allowing easy distinction

- Proportions and details that do not overload the viewer or get lost when scaled down (icons, again) and are READABLE; plenty of AI images suffer from chaotic, exhausting messiness of details that only blur when scaled to icon size

- Colors that are muted and fit together. Just because there are 256^3 colors (in RGB space) does not mean that you get to use all of them all the time. Lighting is a thing. 2-3 desaturated (muted) colors that oppose one another are often the right way to go.

- "Uncanny Valley" sucks: AI art looks very much LIKE "the thing", but it IS NOT "the thing" and gives this weird vibe and stresses the eye, cheapening your game

- Lighting, especially for gems. Gems are cut a certain way, so that they reflect the incoming light out towards the viewer (think diamond cut, hence the term brilliant). I have yet to see a single gem made by AI that understands the cut and reflection in gemstones.

So thank you. Your artwork is gorgeous and after learning about a lot of things for my own artwork I can recognize the aforementioned aspects inside your assets. I loved this style in Battle Brothers and think it strikes a perfect balance between realism and abstraction.

Cheers!

Thank you for providing these! I'm going to leave this comment beneath the other assets as well, for visibility.

I know your art from Starsector (a game I adore) and for anyone who hasn't tumbled down the art direction rabbithole for their game, here's some food for thought as to what (game) art needs in order to look good (and why practically every bit of AI generated art sucks at that):

- Art direction, that is a uniform, consistent style, meaning:

- Line art that is not too thick or thin and stays visible and consistent when scaled down (icons, anyone?), separating the object from the rest of the scene, allowing easy distinction

- Proportions and details that do not overload the viewer or get lost when scaled down (icons, again) and are READABLE; plenty of AI images suffer from chaotic, exhausting messiness of details that only blur when scaled to icon size

- Colors that are muted and fit together. Just because there are 256^3 colors (in RGB space) does not mean that you get to use all of them all the time. Lighting is a thing. 2-3 desaturated (muted) colors that oppose one another are often the right way to go.

- "Uncanny Valley" sucks: AI art looks very much LIKE "the thing", but it IS NOT "the thing" and gives this weird vibe and stresses the eye, cheapening your game

- Lighting, especially for gems. Gems are cut a certain way, so that they reflect the incoming light out towards the viewer (think diamond cut, hence the term brilliant). I have yet to see a single gem made by AI that understands the cut and reflection in gemstones.

So thank you. Your artwork is gorgeous and after learning about a lot of things for my own artwork I can recognize the aforementioned aspects inside your assets. I loved this style in Battle Brothers and think it strikes a perfect balance between realism and abstraction.

Cheers!

Thank you for providing these! I'm going to leave this comment beneath the other assets as well, for visibility.

I know your art from Starsector (a game I adore) and for anyone who hasn't tumbled down the art direction rabbithole for their game, here's some food for thought as to what (game) art needs in order to look good (and why practically every bit of AI generated art sucks at that):

- Art direction, that is a uniform, consistent style, meaning:

- Line art that is not too thick or thin and stays visible and consistent when scaled down (icons, anyone?), separating the object from the rest of the scene, allowing easy distinction

- Proportions and details that do not overload the viewer or get lost when scaled down (icons, again) and are READABLE; plenty of AI images suffer from chaotic, exhausting messiness of details that only blur when scaled to icon size

- Colors that are muted and fit together. Just because there are 256^3 colors (in RGB space) does not mean that you get to use all of them all the time. Lighting is a thing. 2-3 desaturated (muted) colors that oppose one another are often the right way to go.

- "Uncanny Valley" sucks: AI art looks very much LIKE "the thing", but it IS NOT "the thing" and gives this weird vibe and stresses the eye, cheapening your game

- Lighting, especially for gems. Gems are cut a certain way, so that they reflect the incoming light out towards the viewer (think diamond cut, hence the term brilliant). I have yet to see a single gem made by AI that understands the cut and reflection in gemstones.

So thank you. Your artwork is gorgeous and after learning about a lot of things for my own artwork I can recognize the aforementioned aspects inside your assets. I loved this style in Battle Brothers and think it strikes a perfect balance between realism and abstraction.

Cheers!

Thank you for providing these! I'm going to leave this comment beneath the other assets as well, for visibility.

I know your art from Starsector (a game I adore) and for anyone who hasn't tumbled down the art direction rabbithole for their game, here's some food for thought as to what (game) art needs in order to look good (and why practically every bit of AI generated art sucks at that):

- Art direction, that is a uniform, consistent style, meaning:

- Line art that is not too thick or thin and stays visible and consistent when scaled down (icons, anyone?), separating the object from the rest of the scene, allowing easy distinction

- Proportions and details that do not overload the viewer or get lost when scaled down (icons, again) and are READABLE; plenty of AI images suffer from chaotic, exhausting messiness of details that only blur when scaled to icon size

- Colors that are muted and fit together. Just because there are 256^3 colors (in RGB space) does not mean that you get to use all of them all the time. Lighting is a thing. 2-3 desaturated (muted) colors that oppose one another are often the right way to go.

- "Uncanny Valley" sucks: AI art looks very much LIKE "the thing", but it IS NOT "the thing" and gives this weird vibe and stresses the eye, cheapening your game

- Lighting, especially for gems. Gems are cut a certain way, so that they reflect the incoming light out towards the viewer (think diamond cut, hence the term brilliant). I have yet to see a single gem made by AI that understands the cut and reflection in gemstones.

So thank you. Your artwork is gorgeous and after learning about a lot of things for my own artwork I can recognize the aforementioned aspects inside your assets. I loved this style in Battle Brothers and think it strikes a perfect balance between realism and abstraction.

Cheers!

Thank you for providing these! I'm going to leave this comment beneath the other assets as well, for visibility.

I know your art from Starsector (a game I adore) and for anyone who hasn't tumbled down the art direction rabbithole for their game, here's some food for thought as to what (game) art needs in order to look good (and why practically every bit of AI generated art sucks at that):

- Art direction, that is a uniform, consistent style, meaning:

- Line art that is not too thick or thin and stays visible and consistent when scaled down (icons, anyone?), separating the object from the rest of the scene, allowing easy distinction

- Proportions and details that do not overload the viewer or get lost when scaled down (icons, again) and are READABLE; plenty of AI images suffer from chaotic, exhausting messiness of details that only blur when scaled to icon size

- Colors that are muted and fit together. Just because there are 256^3 colors (in RGB space) does not mean that you get to use all of them all the time. Lighting is a thing. 2-3 desaturated (muted) colors that oppose one another are often the right way to go.

- "Uncanny Valley" sucks: AI art looks very much LIKE "the thing", but it IS NOT "the thing" and gives this weird vibe and stresses the eye, cheapening your game

- Lighting, especially for gems. Gems are cut a certain way, so that they reflect the incoming light out towards the viewer (think diamond cut, hence the term brilliant). I have yet to see a single gem made by AI that understands the cut and reflection in gemstones.

So thank you. Your artwork is gorgeous and after learning about a lot of things for my own artwork I can recognize the aforementioned aspects inside your assets. I loved this style in Battle Brothers and think it strikes a perfect balance between realism and abstraction.

Cheers!

Sounds interesting, +1 for Linux support and various coordination schemes for hex tiles!