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That path doesn't look much like a path. It's either sand blowing (with no particles) or yellow water which your dude seems to be doing a Jesus on. Dirt doesn't look like that in real life, make it less wavy and give it a more rugged feel. You can do this by simulating stones there and using your shades to show where the ground bumps.
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its actually meant to be still sand
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My point still stands. Sand doesn't come in wavy ripples unless it's blowing. What you've got is more of a single frame from a quicksand/flowing animation. Take a look at other still sand tiles. I believe (Pokemon ones at any rate) use a sort of spotty tile, to evoke the impression of the sand particles.
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I'd reference some Zelda LA / Oracle (I think) tilesets for this kind of 'wavy' sand tiles. Dithering-like patterns might improve the illusion of 'sand'.
The character could use more contrast.
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06-07-2012, 05:49 PM
(This post was last modified: 06-07-2012, 07:28 PM by Bombshell93.)
![[Image: QilCu.png]](/image.php?src=http%3A%2F%2Fi.imgur.com%2FQilCu.png&hash=ea8d2688fb1bee098ceee55800160e72)
hows this?
EDIT:
advise of one of my friends lead me to an alternative, your thoughts would be helpful