Part 1.
The #1 most overused and underappreciated tile: The Grass Tile.
The grass tile is used in just about every game. And, sadly enough, most games have little more than a single-color green. For some games, this works just fine; but if you're looking for high-quality art, light green with a dark green \|/ shape isn't enough. And that's where this tutorial comes in.
First, I should say that I ALWAYS use OHR for my graphics. So, if you use GraphicsGale or GIMP, there'll be slight differences. Starting out with a simple green square:
To best cover the map with grass without making it repetative, you will want to have more than one square in a block, and have the block tiled. But, for the sake of beginners, time, and my patience, we will be using a single square.
For the next step of the grass tile, we'll be outlining our grass. I like to use the method of batches of grass. Pick a color two shades darker than your basic shade, and draw a simple leaf batch/bush/thing:
Keep in mind that a four-leaf batch will end up looking like a cross unless you skew the angles of the leaves. I like to stick with 5 leaves, relatively thick. Also, remember to make the shape look 3D. The leaves will bend toward the earth because of gravity, and you want to reflect that for realistic grass.
To continue this while making it look good, you'll want to use CAPSLOCK (press, hold, and use the arrows to adjust), to move the batch off to the side. Any side will work, but I prefer moving it left and up (or right and down), to have the largest blank space still on-screen:
Then fill in the remaining space with smaller batches:
Now, using the shade directly in-between the two shades you currently have, fill in the batches, and... here's a tricky part. Use the same shade to fill in any part of the batches' outlines that wouldn't fall DIRECTLY BENEATH OR LEFT of the top:
Basically, we're converting the outline into a shadow. Now for the highlight. Pick the color ONE UP FROM THE BASE to fill in the rest of the batch shape EXCEPT some parts directly next to shadow. This is to your own discretion. I fill in just about anything not directly above a dark color:
Now, we'll be using one color ABOVE THE LIGHTEST SHADE to fill in the highest peak of each leaf. You really have to imagine the leaves as 3D in this step, as the highlight here WILL accentuate it to look 3
This step will use your imagination and randomness. There's still a lot of blank space in-between the batches here, now that they're fully developed. Use the middle dark and middle light shades to fill in more of the background (that would be the shade directly above the darkest and directly below the lightest). Also, don't be afraid to put pieces in front of the batches you already have. Grass will do that:
By now, you should have a good grass tile. Go to a map and cover a large area with grass, just to make sure it looks good. If there are any glaringly obvious patches of a particular color, you'll probably want to mix in another shade. I realize that there's obvious repetitions here, but once you get in more pieces to the map, the player's eyes won't be drawn specifically to the grass. Hopefully.
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Next time, I'll post a tutorial for adding cliff faces to the grass, so you can add height to your map.



