← Quest art workshop

Three painted surfaces · art pilot

A little ground to explore

Grass, worn earth and shallow water, with ten colour collections and separate materials you can change.

Ground centres only. Repeated copies mirror on alternate world-grid coordinates. Matching boundary pixels prevent a hard seam within one surface, but the repeated motifs remain visible. Shorelines, path edges, corners and gameplay integration are still to come.
Change one material

Preparing the painted surfaces…

Repeated ground at actual tile size
One tile · actual 32 and64px frames

These smaller frames are the usable game exports. The large illustration below is a source preview.

Download original frame · RGB map
Different surfaces next to one another · fitted to available width

These joins deliberately show the missing transition work. They are not finished grass edges or shores.

The three original paintings

Matte olive grass with a few tufts, seed flecks and pebbles
Grass · the busiest of the three. Check density once it is placed beneath gameplay.
Warm worn earth with three pebbles and two tiny weeds
Worn earth · a full centre surface, with no path boundary baked in.
Teal shallow water, pale ripples and two submerged stones
Shallow water · broad colour patches and simple ripple groups.

What is ready

Three generated designs. Lossless32/64/1024px frames and aligned RGB weights. Original colour bypass preserves the frame pixels exactly. Material recolouring keeps unassigned ink and texture shading. Ten collections are reusable colours, not thirty new drawings.

At tile coordinate (x,y), mirror horizontally when x is odd and vertically when y is odd. Use the same transform for art and maps and keep coordinates continuous across room chunks. Repeats use a two-tile period; arbitrary rotated copies, different neighbouring palettes and unlike materials do not have guaranteed seams.

Asset manifest · Ten collections · Pixel checks · Reference and scale sheet · All palette previews