Bay 12 Games Forum

Dwarf Fortress => DF Modding => Tilesets and Graphics => Topic started by: Oab on January 19, 2018, 04:34:04 pm

Title: Oab's Workshop Steam Version
Post by: Oab on January 19, 2018, 04:34:04 pm
Overview:

Full replacement:
Dwarf related sprite sheets

(https://i.imgur.com/ThVI126.png)

Includes thousands of unique dwarf facial/hair/beard combinations, as well as new sprite sheets for dwarf corpses, undead variants, all dwarf related weapons, armor and clothing.

(https://i.imgur.com/U9KSrEu.png)

The style is made using the official crayon art for the game as reference, and is a collection of work I did from 2018-2019 assembled for the Steam version. I am considering this a WIP as there is more variation and improvements that can be done. I just wanted to get something out for everyone to enjoy in the meantime.

Mod Links:
Dwarves: https://steamcommunity.com/sharedfiles/filedetails/?id=2915127770
Animal People: https://steamcommunity.com/sharedfiles/filedetails/?id=2928438714

Compatibility:

Currently only works on the Steam version of the game.

This will replace all vanilla dwarf image files located in data/vanilla/vanilla_creature_graphics/graphics/images. All mods that replace these will be incompatible.

Installation:

For Existing Saves: (Recommended)

Official install instructions:

Known Issues:

There is a chance of visual distortions due to how the game layers apparel. Due to the amount of combinations this is impossible for me to test everything, but I think I fixed the issues. If you discover anything please feel free to let me know in the comments.

Official install instructions may not work.

Coming Soon

Improvements:


If/when I figure out how:


Other partially completed sprite sheets I plan on updating/finishing for compatibility as soon as possible:

Long term:

Terms:

No permission is granted to republish this or modify any of the contents in any way without the written consent of the Author: Oab.

Title: Re: Oab's 32x32 Dwarf Tile set
Post by: jecowa on January 19, 2018, 09:56:33 pm
These are great! I like the variety of characters and the larger heads that show facial expressions better.
Title: Re: Oab's 32x32 Dwarf Tile set
Post by: PopTart on January 19, 2018, 10:41:37 pm
Adorable!
Title: Re: Oab's 32x32 Dwarf Tile set
Post by: Oab on January 21, 2018, 09:54:38 pm
Thanks!

Here is some creature replacement's I am working on.

I am looking for feedback. I am not sure if I am on the right track with some of these. There wasn't much I could use for references other than a few crayon drawings I found and the wiki descriptions.

Spoiler: Underground creatures (click to show/hide)


From left to right:

Row 1: Floating guts, Drunian, Creeping eye, Voracious cave crawler, Blind cave ogre, cap hopper

Row 2: Magma Crab, Crundle, Hungry Head, Flesh Ball, Elk Bird, Helmet Snake

Row 3: Green Devourer, Rutherer, Creepy Crawler, Draltha, Giant Earthworm, Blood man

Row 4: Bugbat, Manera, Molemarian, Jabberer, Pond Grabber, Blind cave bear

Row 5: Cave Dragon, Reacher, Gabbro Elemental, Gorlak, Cave Floater, Plump helmet man

Row 6: Cave Blob, Amethyst elemental, a few plump helmet men for different professions.


I am planning on doing all the common sprites first, but I am open to requests.


Title: Re: Oab's 32x32 Dwarf Tile set
Post by: jecowa on January 21, 2018, 11:14:57 pm
These looks great! I'm guessing domestic animals are next? And then possibly trainable animals?

Just in case, I made a list of the tags of every creature that is trainable for war or hunting. There are 35 creatures in the list, or 22 if you don't count the giant variations.
Spoiler: trainable animals (click to show/hide)
Title: Re: Oab's 32x32 Dwarf Tile set
Post by: Meph on January 22, 2018, 08:12:22 am
Fantastic, I didn't expect you to do the creatures too!

The style is certainly unique, it's something completely new.

I did go through the raws to check the body-types and colors. There are lots of tiny things that don't quite fit, but I don't think many people would notice. ^^

- Floating guts are less a ball, as a heart surrounded by floating guts.
- Drunian has brown skin, grey hair and purple eyes.
- Creeping eye has a red eye.
- Cave crawler has midnight-blue skin.
- Cap hoppers have pale-blue skin.
- Magma crab has black chitin.
- Crundle has a tail. And crimson scales.
- Hungry head has black hair on its black skin.
- Helmet snake has white scales.
- Greendevourer has no eye.
- Rutherer has grey hair on it's blue skin, and green eyes.
- Drahlta has brown eyes and a golden mane, and ecru colored skin.
- Giant earthworm is grey.
- Bugbats have a tail and "large mandibles". Dark-violet hair on taupe skin and black eyes.
- Molemarians are not mole-centaurs, but naked-mole-rat-centaurs. Aka they have no black hair, they are all just pink skin.
- I would assume that the jabberers beak is not the color if it's white skin or purple feathres.
- Pond grabber has blue skin.
- Cave dragons, contrary to surface dragons, do have wings. " Its wings fall limp at its side." they have green eyes.
- Reachers have "long arms".
- Ingame, Gorlaks have red eyes and goldenrod-colored skin (even though the crayon drawing shows them with green...)
- Cave floaters have 2 eyes stalks with 1 eye each. Their skin is clear, and the gas/extract in them is white.
- Plump helmet men are purple.
- Cave blobs have orange skin.
Title: Re: Oab's 32x32 Dwarf Tile set
Post by: Oab on January 22, 2018, 11:55:12 am
@ Jecowa: Thanks, that is helpful. I will work on them next. I am more motivated when I get input like this and/or requests. So thanks!

@ Meph: Great information! Thanks for going out of your way. I will make those changes.

If there is enough interest I will continue to create and upload sprites. I originally only intended to do the dwarves, but it turns out I am really enjoying the process.

At my current pace I can do an entire sheet in a few days. I imagine this time frame will shrink as I create more base forms.
-

Question:

Should I bother making child or animated versions of this stuff or would you rather me work on other sprites first? As of right now I was thinking to just re use the original models for children and just add white eyes for the animated versions.






Title: Re: Oab's 32x32 Dwarf Tile set
Post by: Meph on January 22, 2018, 01:43:41 pm
The most seen creatures areDwarves, Goblins, Humans, Elves and Kobolds, as well as domestic animals, mounts and war-beasts. The rest is fairly rare, especially ocean animals, zombies, children, etc.

Btw, in the ones you made so far, the creepy crawler and cap hopper are vermin. They don't use sprites, but instead rely on their tile number. Since TWBT overrides don't work on creatures, they do require a tile in the main tileset to be used.

I think that children-sprites of domestic pets are useful, but not so much for other animals or creatures.

Animated creatures blink with a "undead" tile anyway and are easy to spot. People will know that they are undead, no matter how they look.

If you want more feedback, try posting the picture on the dwarffortress subreddit. It's quite active. :)
Title: Re: Oab's 32x32 Dwarf Tile set
Post by: jecowa on January 24, 2018, 12:42:47 am
Should I bother making child or animated versions of this stuff or would you rather me work on other sprites first? As of right now I was thinking to just re use the original models for children and just add white eyes for the animated versions.

Whatever you find enjoyable. Kid sprite are probably most important with the domestic creatures since players those are the ones players are most likely to be breeding and raising in their fortresses. Then if you still want to draw more kid sprits maybe the underground creatures or the trainable creatures would be the next ones most useful to have kid versions. With there being so many other creatures after these three groups, they probably aren't worth the effort of making kid versions.

White eyes for undead sounds good. From what Meph says about zombies being rare, changing their eyes white sounds like a great way to quickly add zombie versions of every creature you make without spending too much time on them.
Title: Re: Oab's 32x32 Dwarf Tile set now with creatures and animals.
Post by: Oab on January 31, 2018, 04:35:58 pm
Goblin Update.

Spoiler: Goblins (click to show/hide)

This set is complete and available via the download. I will make another pass to improve this and the others down the road.

I am taking suggestions on what I should do next. Let me know!
Title: Re: Oab's 32x32 Dwarf Tile set now with creatures and animals.
Post by: Meph on January 31, 2018, 04:59:39 pm
Maybe megabeasts? They are rare, but they are very memorable, players get an announcement whenever they show up, and are often displayed in zoos.

Or you could to 1 sprite each for the procedual creatures: Titans, Nightcreatures (Boogiemen, etc), Demons and Forgotten Beasts. Of course they wont fit their ingame description, but at least they'd fit the art style. And they appear in every fort (and adv-mode), regardless of biome and region.
Title: Re: Oab's 32x32 Dwarf Tile set now with creatures and animals.
Post by: 7ego on January 31, 2018, 05:03:39 pm
I like this art style, you have done a great job on the sprites can't wait to try out the pack, well done! hope you continue to finish it.
Title: Re: Oab's 32x32 Dwarf Tile set now with creatures and animals.
Post by: jecowa on February 01, 2018, 01:40:06 am
Your goblins look great, Oab!

Doing some procedural creatures sound like a good choice to me too. You're not limited to doing just 1 of each type of procedural. Sphr made 2 different tiles for Titans but only 1 for demons. Since most procedural creatures have randomized color and night creature color indicates their type, I'm wondering if "ADD_COLOR" instead of "AS_IS" might be good to use for them.

Also rivers were one of the more popular biomes in a survey from a while back. People are probably a little more likely to embark next to a river, so river creatures might be good ones to do too. (Forests were second-most popular, but there's a lot forest creatures.)

Here's a list of tags of non-vermin river & lake creatures sorted by objects file:
Spoiler: river biome creatures (click to show/hide)

I recommend using Mayday (https://github.com/DFgraphics/Mayday/tree/master/raw/graphics) as a template for creature graphics. That's were I got the above tags from. Its creature definition tags were generated by CLA using Quiet Sun's scripts, so they should be good. Also it doesn't include vermin creature tags. The text files for the non-person creature tiles all start with "graphics_QS_ST_CRT_". Don't mix them up with the ones that start with "graphics_QS_ST_PRSN" – Those ones are animal people. 

The graphics set (http://dwarffortresswiki.org/index.php/DF2014:Graphic_set#Creatures) wiki page is also a good resource for double-checking tags.

Meph's tileset is probably the best example for procedural creature definitions – especially for night creatures. It might be the only graphics pack that includes night creature creature graphics. Night creature (http://dwarffortresswiki.org/index.php/DF2014:Night_creature) includes several types of creatures, so it might be hard to draw a tile that fits them all.
Title: Re: Oab's 32x32 Dwarf Tile set now with creatures and animals.
Post by: Oab on February 03, 2018, 05:02:26 pm
Finished some more stuff. Thanks for the idea's and information, it's appreciated!

Spoiler: Megabeasts+more (click to show/hide)
Title: Re: Oab's 32x32 Dwarf Tile set now with creatures and animals.
Post by: Vanst7 on February 04, 2018, 03:57:31 am
This is looking great! Keep the good work!
Title: Re: Oab's 32x32 Dwarf Tile set now with creatures and animals.
Post by: jecowa on February 06, 2018, 03:01:46 pm
Oab, are you okay with your graphics pack being included in Lazy Newb Packs?
Title: Re: Oab's 32x32 Dwarf Tile set now with creatures and animals.
Post by: Oab on February 06, 2018, 06:36:12 pm
Oab, are you okay with your graphics pack being included in Lazy Newb Packs?

Yeah, absolutely!
Title: Re: Oab's 32x32 Dwarf Tile set now with creatures and animals.
Post by: Oab on February 12, 2018, 07:51:57 pm
Update: New Dwarf sprites!

Spoiler: Dwarf (click to show/hide)

I overhauled the dwarf design. Almost every sprite in the set is brand new.

- Changed the perspective. This allows for more details especially in the face.

-Changed color palette. Used the colors from the raws for hair, skin and eyes.






Title: Re: Oab's 32x32 Dwarf Tile set now with creatures and animals.
Post by: jecowa on February 12, 2018, 11:57:32 pm
I like the larger eyes and that the new weapon colors contrast better against their armor in the new dwarves. I kind of miss the more simple style of the previous version, but the new style matches with the goblins a little better. The old dwarves looked sharper and more detailed. I like the new colors, though; the beards contrast better against their clothes in the new version.
Title: Re: Oab's 32x32 Tile sets
Post by: Oab on February 26, 2018, 10:46:24 am
Update:
-Added Elves
-Major edits to several creatures and animals.

Spoiler: Elves (click to show/hide)
Title: Re: Oab's 32x32 Tile sets
Post by: ThoMeuhGal on March 18, 2018, 03:10:53 am
I love those little guys!
Especially the dwarves. Would be very happy to have those sprites as an option in Meph's tileset.

Good job man!
Title: Re: Oab's 32x32 Tile sets
Post by: Meph on March 22, 2018, 09:36:52 am
Hey Oab, are you still working on this? :)
Title: Re: Oab's 32x32 Tile sets
Post by: Oab on March 25, 2018, 07:47:44 am
@ Meph: Not really, now that my slow season of work is over I've only had time to do a few new creature sprites and some edits over the last month.

@ ThoMeuhGal: Glad you like it!












Title: Re: Oab's 32x32 Tile sets
Post by: Garfink on April 08, 2018, 09:57:13 am
Excuse the newb question, but how do I actually install this tileset? I am using the lazy newb pack (latest one) at the moment.

Thanks a ton.
Title: Re: Oab's 32x32 Tile sets
Post by: hemmingjay on April 14, 2018, 01:16:08 pm
Oab,
I don't actually write on the forums much these days but I stumbled upon your tileset and had to come make a plea.

PLEASE keep working on this. This is reminiscent of the classic Mayday tileset that helped so many ease into DF. There is really something special here and you are sure to have a lasting impact on the next generation of DF's consumed(vs consumers).

I am truly pleased to see the LNP is including your work. Between that and interest from our patron saint, Meph, you have been tapped as the newest member of the SOB(Society of Builders). May your image adorn many goblets and hatches.

NOTE: Have you considered merging with another pack, at least a branching project? I think your work might really combine naturally with Dragonmaster's rock/ore colors. This could help both of you move forward at a faster pace while not sacrificing your own direction. Just an idea!
Title: Re: Oab's 32x32 Tile sets
Post by: Oab on April 14, 2018, 04:23:03 pm
Thanks! I really appreciate it.

I am still chipping away at this when I have time, but don't expect frequent releases like in the winter months. This time of year gets very busy for me.

I started working on the human tile sheet (Heads) and I have some creatures done, but I don't have a full sheet ready for release yet. I also re-did some of the domestic animals I wasn't happy with, which I will release when I have another sheet ready.

No, I haven't considered working with anyone else. It definitely would be nice to see a 32x32 tile set with a more colorful palette that my sprites work better with.





Title: Re: Oab's 32x32 Tile sets
Post by: Llamageddon on April 15, 2018, 11:31:12 am
I know it is kind of impractical but it really bugs me that dwarves are as tall as elves. I wonder if there is any way to give the impression this isn't the case without sacrificing pixel usage. Sorry for the criticism, it isn't really criticism, just an observation on aesthetics and not very sensible anyway. ;) I like the cartoony look of the races. Using different big nose types for different dwarfs looks really good.
Title: Re: Oab's 32x32 Tile sets
Post by: Meph on April 15, 2018, 05:31:26 pm
I know it is kind of impractical but it really bugs me that dwarves are as tall as elves. I wonder if there is any way to give the impression this isn't the case without sacrificing pixel usage. Sorry for the criticism, it isn't really criticism, just an observation on aesthetics and not very sensible anyway. ;) I like the cartoony look of the races. Using different big nose types for different dwarfs looks really good.
That's not really possible without wasting pixels, especially with sprites that have big heads/facial features.
Title: Re: Oab's 32x32 Tile sets
Post by: Oab on April 16, 2018, 06:22:26 am
@ Llamageddon

Don't worry about it I want feedback. This bugged me as well.

When I was making the elf set I tweaked some of the dwarf sprites in various ways to make them appear shorter. The end result didn't fix the proportions enough to merit editing all of them.

The only way that would actually improve proportions enough would be to shrink the dwarf heads. As Meph said this would waste valuable pixels, and force me to remove facial features. So it wouldn't be worth it.


Title: Re: Oab's 32x32 Tile sets
Post by: monkeyfritz on April 19, 2018, 09:01:04 pm

No, I haven't considered working with anyone else. It definitely would be nice to see a 32x32 tile set with a more colorful palette that my sprites work better with.

Well, it so happens I'm recomending your set to people for my Stained Glass set, because i think the color palets work well together.
http://www.bay12forums.com/smf/index.php?topic=170157.0

They are very different styles, so it's not a perfect match. But your color palette and use of big solid-color panels makes them work fairly well with the stained glass aesthetic. Imo.

Would you be okay with me offering a package with your creatures in the future? Full credit of course, just want to make it easier for people to set up.
Title: Re: Oab's 32x32 Tile sets
Post by: Meph on July 13, 2018, 02:43:04 pm
Bumpedy bump, because these sprites are still awesome and people should know about them. :)
Title: Re: Oab's 32x32 Tile sets
Post by: HellishINC on July 16, 2018, 01:01:30 am
PTW, These are amazing! Hope Oab comes back and works on them more,
Title: Re: Oab's 32x32 Tile sets
Post by: Oab on November 29, 2018, 05:14:55 pm
Hi all.

I released an update, you can check it out and download it on the first page.

Hope you like it!
Title: Re: Oab's 32x32 Tile sets
Post by: Meph on November 30, 2018, 04:41:30 am
Yeah, you are back. :)
Title: Re: Oab's 32x32 Tile sets
Post by: Oab on December 06, 2018, 09:00:47 pm
Here is another update. This time I completed the subterranean sheet.

Spoiler: Subterranean creatures (click to show/hide)
Title: Re: Oab's 32x32 Tile sets
Post by: nightstick24 on April 14, 2019, 10:49:15 pm
Hey there, bit of a Necro, but I recently got into DF, I love the look of your set, and I'd love to use it. The problem is, I don't have even the slightest clue how to go about using it. Any chance I could get some install instructions for a complete and utter noob?

Thanks!
Title: Re: Oab's 32x32 Tile sets
Post by: Oab on April 16, 2019, 08:32:31 am
Hey there, bit of a Necro, but I recently got into DF, I love the look of your set, and I'd love to use it. The problem is, I don't have even the slightest clue how to go about using it. Any chance I could get some install instructions for a complete and utter noob?

Thanks!

Thanks!

You will first need to Download Mephs 32x32 tile set, as my set isn't complete on its own.

Once you have that you need to replace Mephs png and text files inside the raw/graphics and raw/graphics/mdf with mine. The Dwarf/Kobold/Elf/Human/Goblin png's go into the MDF folder and all other go into the raw/graphics including the text files.

On a separate note for those interested I have been working on making a full set for the upcoming steam release.

Although it was challenging to get the pieces to play nice together, I have also finished a rough version of the modular dwarf faces. I was a little worried I would lose a lot of the uniqueness of some of the characters and instead end up with many similar outcomes. It turns out I was worried for nothing as even just minor changes of one or two pixels with lengths make a noticeable difference. The potential is practically endless for variations in appearance.

I have also finished improving the proportion and size of many of my existing creatures/animals.

I am also in the process of making terrain tiles. For the terrain tiles I am going for a very clean look, but will probably be posting pics to get feedback as I go on everything.

I am not going to invest a ton of time with any of this yet because I am still not sure what the plans are for how the vanilla set will be setup, but once more information is confirmed I will allocate as much spare time as possible.
Title: Re: Oab's 32x32 Tile sets
Post by: nightstick24 on April 16, 2019, 04:51:29 pm
Thank you for the quick and helpful response, it's greatly appreciated!

As for your future plans, let me be the first to say I'm really looking forward to them, and I don't know if I can wait! I think the two biggest things that stop people from getting into a game as awesome as DF are the crazy thirty-layer-deep interfaces, and the unfamiliar graphics. There are guides that explain the interface well, and it only really looks complicated, once you start to use it the interface is actually shockingly intuitive, so that just leaves graphics - which awesome people like you and Meph have been kind enough to make and share for free!

Thanks, I'm looking forward to future iterations of your pack, I'll be keeping an eye out for news!
Title: Re: Oab's 32x32 Tile sets
Post by: Wannabehero on May 28, 2019, 01:55:51 pm
Keep it up Oab!  Your sprites are fantastic and distinctive.  As someone who's done a small bit of pixel-smithing, I know how much work and time it takes (I have my own aborted 24px tileset that dropped simply because of not enough time to keep working on it).  We appreciate your wonderful and unique sprites. 
Title: Re: Oab's 32x32 Tile sets
Post by: Oab on May 29, 2019, 12:33:09 pm
Thanks for the morale boost guys, much appreciated!

I see there may be concern that I’m not going to be continuing the tile set.

I am still working on it as often as I can! I probably won’t release anything until after the steam release though.  This is mostly because the new sprites I’m drawing are too big to fit within the grid restrictions currently in place.

@Wannabehero: It’s nice to know you can appreciate what it takes to produce this much art. I didn’t keep track in the past, but I am guessing I’ve sunk hundreds of hours into this. I can’t even imagine how much time people like Meph have devoted. Your post made me realize most of you may not know what goes into making a tile set of this scope.

For those interested here is a window into my process.

My original sprites were created much faster because I was using filters and painting with a brush over a 2 to 3 color palette with simplistically designed characters to help speed up the process. This allowed me to pump out a unique sprite in less than five minutes which included the design phase.  I didn’t really care for quality or accuracy as much doing it this way because it was mainly just a prototype at the time. This is why I had more frequent releases back then.

I switched to a more traditional pixel art approach once I realized there was interest with my set to improve quality.

Now I use custom palettes of 7 to 12 colors per palette and hand place each individual pixel. I do a unique palette for every sprite. Hand placing pixels is very time consuming process compared to just painting in highlights and shadows. Each additional color to the palette adds considerable amounts of time to this process.

Creating the color palettes using the raw colors is also a time consuming process. Some of the colors in the raw files are challenging to make functional palettes with. This is one of the more difficult aspects of pixel art. Paint brush and filters mimic this in a sloppy fashion, but drastically increase the production speed at the cost of quality.

Matching the physical descriptions in the raw files of creatures can be quite time consuming and occasionally frustrating. Some of the creatures are especially difficult to draw in pixel form and I find myself frequently reworking them to make them look as good as possible while staying as true to the description as possible. I try to maintain a front facing perspective to be neutral to directional movement, but some characters look awkward when drawn that way. Especially when considering proportional differences.

With grid restrictions planned on being lifted to a degree for the steam release many sprites are now much larger which takes much more time to produce.  I can paint a 16x16 sprite in 5 minutes with 3 to 5 colors, but the time goes up exponentially as the resolution and or the palette size increases.  For example a 32x32 with 7 colors takes about 20 minutes for me, but a 64x32 with a 7 to 9 color palette could take over an hour to draw from scratch.

With hundreds of sprites to draw this is going to take awhile. I am focused on redrawing what I have so far in preparation for the steam release and will hopefully continue producing new sheets afterwards.

Here is a few sprites I have been working on, feedback is always welcome.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

The modular approach has many challenges that will require a large amount of time to get right. Making sure that every possible hair style combination looks good is proving to be tedious, but I've mostly gotten it to work well.

Another issue I have been having is that the hair and skin tones are the same color in some cases so contrast is a problem. This just requires a lot of tweaking the palettes to create enough contrast, but its time consuming to test. Thankfully most of the colors are shared between humans, elves, and dwarfs for hair and skin tones.

I still have no idea what Toady, Mike, and Meph are planning for the overall modular design so I won't be devoting too much time to this until then.
Title: Re: Oab's 32x32 Tile sets
Post by: Meph on May 30, 2019, 05:33:04 am
A few details about oversized sprites: Currently the setup is planned for creatures only, with a max size of 96x96 pixels. Like the 3x3 wagon. Larger plants, like giant mushrooms, are still puzzles of multiple tiles, just like before.

Btw, the DF dragon has no wings. ;) (Only cave dragons have wing stumps)

The sprites look great as always. Love the blizzard man, I guess you based it on one of Tarns crayon drawings? :D

The modular design sounds similar to what we have planned, beard and hair styles, colors... yep. I'll let you know a bit more once we are finished with the civs.
Title: Re: Oab's 32x32 Tile sets
Post by: Oab on May 30, 2019, 10:31:03 am
Thanks, and thanks for all the information Meph, very helpful as usual!

Glad the design is similar, my largest concern is how the modular layers will correspond with each other.

And yea I tried to use all Tarns crayon drawings as inspiration.

Title: Re: Oab's 32x32 Tile sets
Post by: Wannabehero on June 06, 2019, 02:57:14 pm
Here is a few sprites I have been working on, feedback is always welcome.

Spoiler (click to show/hide)


My feedback currently:  Magnificent
Title: Re: Oab's 32x32 Tile sets
Post by: Meph on June 06, 2019, 03:34:05 pm
If you have any other questions, please PM me. :)
Title: Re: Oab's 32x32 Tile sets
Post by: Oab on August 22, 2019, 03:12:35 pm
Hey guys. Been awhile since I’ve posted an update, just wanted to let you know progress is still going well.

Here is a rough summary of how much I’ve completed.

Dwarfs: 80% complete.
Domestic Animals: 99% complete. (Need to improve color palettes)
Aboveground animals/creatures: 50% complete.
Animal People: 50% complete. (Included potential for visible equipment.)
Megabeasts/Semi Megabeasts: 95% complete. (Some minor edits needed)
Goblins/Elves/Kobolds/Humans: 30% complete (Framework for modular assembly is complete)
Subterranean creatures: 95% complete. (Just a lot of minor edits left to do)
Aquatic: 20% complete.
Items/furniture/objects: 25% complete.
Terrain: 20% complete.
Randomly Generated creatures: 0% (Waiting on information)

I have the modular design for dwarfs working great so far with the large amount of testing I’ve done.

Getting all the skin and hair combos to contrast well was surprisingly the most problematic issue to solve while remaining true to the colors. All the layering stuff was actually pretty simple with my current layer setup. I just need to maintain some rules with pixel real estate, but at almost no cost to quality and variety.

I managed to extract a bit more uniqueness between all the variations by altering the nose via the moustache types. I think I have over twenty nose shapes for the male dwarfs. This helps distinguish dwarfs much further which really helps due to dwarf skin and hair tones usually being the same if from the same civ due to how dwarf genetics work. For example I just looked at my test fort and all my dwarfs have dark tan hair and peach skin.

I have been sizing everything to be a better representation of their true sizes as much as a I can within a self-imposed 64x64 max.  I may draw some of the largest creatures within a 96x96 but I think it looks a little odd using 9 tile spaces versus 4 on my mockups. I may post some pictures in the future to get feedback on this though.

I would appreciate some feedback on a few things that I am currently working on.

1.   What do you think Rutherers should look like? I added my version to the pic, but I am not happy with it. Pictures would help even if they are super simple sketches.
2.   What about Dralthas? I posted this one as well. I was thinking a mix between a giant sloth and a giraffe considering they feed on tall tower caps.
3.   I need ideas for how elves should look. I was originally thinking similar to D&D/Tolkien styles, but that doesn’t seem to fit for DF elves.
4.   I need inspiration for the armor and clothing designs especially helmets and hats as they are the most visible pieces on my sprites. I would like ideas for all the races. Dwarf, Goblin, Elf, Kobold, and Human. There are almost too many directions I could go with this stuff so I would like to stick with a general theme for each race.
5.   Do you think it’s important to have a unique sprite for Animated or would a recolor work? If yes for animated I was thinking a skeleton. Thoughts? I haven’t played in animated biomes, but I am guessing they are pretty popular?
6.   I was thinking of just using skulls for corpses. Thoughts?
7.   For the tile set terrain I want simple and easy to read. Do you have any suggestions of pixel art tile set styles that you like that accomplish this?

If anyone has any of Tarn and Zach’s crayon art that isn’t easily found with a google search that would be ideal.
Feel free to give me any other feedback or ideas you have as well.

(https://i.imgur.com/c7NxLmR.png)

The hair color is Mahogany on most of the dwarfs, but all of the skin tones are present. These are all assembled from the procedural generation without additional alteration.
Title: Re: Oab's 32x32 Tile sets
Post by: Wannabehero on August 23, 2019, 03:15:04 pm
Oab, as always, your sprites are simply wonderful and I can't wait to try out the completed set.

These are absolutely gorgeous, and you have really nailed the direct level front perspective, which I know is a particularly difficult perspective to work with while retaining good composition and distinctive detail, which you have accomplished swimmingly. The perspective, along with your clean color palettes and even cleaner highlight/shade work, really sets your style apart from all the rest. I'm going to fanboy just a little bit more, just so other's can appreciate how great your composition really is.  Your decisions on feature exaggeration are spot on, emphasis on heads/faces followed by key body feature and posture dominating each sprite to make them immediately recognizable. I'm super jealous of your skill here.

Oh, and the result of the modular dwarves is awesome.

As to the questions:



And again, keep it up Oab!  These are really great!
Title: Re: Oab's 32x32 Tile sets
Post by: Meph on August 24, 2019, 05:00:15 pm
I PM'd you. :)
Title: Re: Oab's 32x32 Tile sets
Post by: Oab on August 28, 2019, 03:21:20 pm
@wannabehero: Thanks! I appreciate your very generous analysis. I’m a harsh critic of my work so this is really helpful for me to hear.

The feedback is super helpful; I like your ideas. I will try doing what you suggest when I get to those sprites again.

Don’t hesitate to offer any more feedback. I am very open and interested in hearing criticism; good or bad.  ;D

@Meph: Thanks!
Title: Re: Oab's 32x32 Tile sets
Post by: Meph on September 05, 2019, 08:46:42 am
In case you want to play around with it. It's not for Df, but it's a sheet similar to the end result you'd need for dwarves.

Spoiler (click to show/hide)
Title: Re: Oab's 32x32 Tile sets
Post by: DerMeister on September 05, 2019, 09:52:03 am
When you finish subterranean creatures, evil creatures, good creatures, semimegabeasts and megabeasts, please upload this version. I play without tilesets, but really want see images.
Title: Re: Oab's 32x32 Tile sets
Post by: Oab on September 06, 2019, 07:12:09 am
@Meph: I actually have a similar setup. If nose shapes and ears were also an option of the modular design I could make that work without too much effort.

For now I do different brows paired with hair and different noses with moustaches. I have three eye possibilities; brows covering them, half covered, or fully open.

If it gets added for randomly generated creatures I think this system shows a lot of promise. I hope to get some mockups done to test feasibility for it this winter.

@DerMeister: Most of those are pretty much done. I just need to finalize a few of their color palettes and fix a few minor issues I’ve noticed. It’s not organized for an upload yet so that will take some time.

I may post some more stuff this coming week if I have time. Just leave me feedback if you have any when I do.
Title: Re: Oab's 32x32 Tile sets
Post by: Oab on September 10, 2019, 07:53:40 am
(https://i.imgur.com/PCoG2Vq.png)

Here are the Subterranean creatures, Mega beasts, and Semi Mega beasts as requested.

I didn't have a chance to do the minor edits so many of these aren't quite done. A few of them may get a redesign.

I also added my new goblin design showing all the possible skin tones. Still a WIP. I am in the process of roughing out facial variants to get more variety out of them similar to how I did dwarfs.

At the bottom of the image is an example of how I am doing the animal people.

I am using at least 3 sizes for all types of creatures based on their raw size values.  Some of these share the same base body as ogres, trolls, humans, goblins, etc. This will reduce the amount of clothing to a manageable amount.

Most of the bodies are already done, so it's just a matter of painting the unique heads and color palettes for each.

In the example I have small hoofed body shown as the gazelle man, medium - deer man, Large - elk man. There is also a fourth size for hoofed; giraffe men would be an example of that.

Avians; small - cardinal man and medium - emu man.

There will also be a few outliers that will have unique sprites or only be shared by a few like the Alligator man in the example.

Unfortunately, I've been busy and will continue to be so for the new few months. I should be back at it in full for the winter months.



Title: Re: Oab's 32x32 Tile sets
Post by: Wannabehero on December 31, 2019, 05:11:28 pm
These are amazing.  Please never stop Oab.
Title: Re: Oab's 32x32 Tile sets
Post by: jecowa on February 22, 2020, 01:07:11 am
I made some adjustments to Oab version 2.03 (2018-12-20 build). I fixed an issue in domestic.png with the baby turkey and baby bunny being at the wrong tile coordinates and fixed file name references to work on case-sensitive system. Also, since most Oab creatures don't have undead variants, I made a version edited to use Meph's undead sprites for those creatuers when they raise from the dead.

Download normal version (https://www.mediafire.com/file/plb5q7ato4q4wlt/Oab_graphics_%28standard%29.zip/file)

Download version edited to use Meph's undead (https://www.mediafire.com/file/lvhc82ktvfyqvc3/Oab_graphics_%28with_Meph_undead%29.zip/file)

Installation: Unzip and place the content into your /raw/graphics/ folder. If using a Lazy Newb Pack, put it in the /raw/graphics/ folder of Meph's graphics pack (in the /LNP/Graphics/ folder), and then use the LNP software to install it into your save files.

If you aren't using the version edited to work with Meph's undead, then you will also need to delete these text files from the /raw/graphics/ folder after installation to make sure it uses Oab's version instead of Meph's version (if some of these don't exist, don't worry about it):
Title: Re: Oab's 32x32 Tile sets
Post by: Mike Mayday on February 22, 2020, 03:33:10 am
Wow, these are great! You seem to have great skill in building the sprite around just the right amount of detail to make each sprite unique and full of character. Inspiring!
Title: Re: Oab's 32x32 Tile sets
Post by: jecowa on March 05, 2020, 07:32:27 pm
Here's altered versions of "Meph_32x32-bg.png" and "Meph_32x32.png" from Meph v5.4 that use Oab's Dwarves, Elf, Kobold, and Goblin:

Spoiler: Meph_32x32.png (click to show/hide)
Spoiler: Meph_32x32-bg.png (click to show/hide)

Rename these and use them to replace the versions in your /data/art/ folder. No changes are needed for the "-top" version of the png.
Title: Re: Oab's 32x32 Tile sets
Post by: Oab on March 22, 2020, 08:51:29 am
Thanks Mike! I really appreciate the feedback.

Thanks for that Jecowa.

I apologize for the lack of updates lately, I haven’t stopped.

As for an update, I just began working on it again recently after not being able to do anything with it since last fall.

I am currently working on downsizing everything to look better in game. The taller sprites have overlap issues in my mockups. This limits proportion differences between characters, but for gameplay reasons it’s a must.

The currently released version of my graphics is extremely outdated and quite bad now compared to my new stuff. Once I am complete with downsizing some of the dwarf assets I will put together a new dwarf release. Most of it is already good to go, so it won’t be too difficult to put something together. It’s just a time consuming process.

Here are some things I’ve been working on that are a bit more recent.

(https://i.imgur.com/KIA6RWt.png)
Title: Re: Oab's 32x32 Tile sets
Post by: jecowa on March 22, 2020, 01:27:37 pm
Wow, 64x64 creatures. These look good.