The earthtones and light textures really improve the buildings.
Thank you both for the advise! I've made some changes and I'm much happier with the buildings now at least. I couldn't redo the cobbles smaller as I'm not entirely sure how I made them the first time!
### Latest WIP ###
mayeux3.png
The earthtones and light textures really improve the buildings.
My Battlemaps Gallery http://www.cartographersguild.com/al...p?albumid=3407
Yes, that's looking better now.
Thanks for the encouragement everyone!
I've added a few more textures and finally a title for the farm. I'm not 100% settled on the grass texture yet, it may need redoing. Also the colour of the road may be too close to the colour of the title banner so that might need a rethink too.
### Latest WIP ###
mayeux5.jpg
I redid the grass texture as I thought it was just too noisy before and added a small amount of shading to the title banner. I've also popped in some labels as well.
### Latest WIP ###
mayeux7.jpg
Labels are a bit hard to read. Maybe white?
Thanks for the suggestion, I think you are right and they do look clearer when all white.
### Latest WIP ###
mayeux7.jpg
White is good
Even better with a very subtle dark glow around them? Nothing massive or too hard, just a few pixels and faded out.
The way I usually do it is duplicate the layer the numbers are on, invert the one underneath so that its black, then Gaussian blur it by about 5 px. If the difference is negligible I duplicate the blurred layer a couple of times and merge them together - just enough to make the numbers float a bit above the map.
Free parchments | Free seamless textures | Battle tiles / floor patterns | Room 1024 - textures for CC3 | GUILD CITY INDEX
No one is ever a failure until they give up trying
The white is more readable. Looking good QED42.
My Battlemaps Gallery http://www.cartographersguild.com/al...p?albumid=3407