A downloadable asset pack

Buy Now$15.00 USD or more

Digitally painted 2D terrain hex tiles suitable for an overworld, strategy games, wood-for-sheep boardgame visuals, or your RPG campaign!

  • 13 biomes x 4 variations = 52 tiles total
  • painted at 256x384 pixels so that trees, hills, and mountains can overlap the tiles behind
  •  includes 47 alpha-background decor object sprites (trees, rocks, grass clumps) to liven up your maps

Terrain types included: 

  • grassy plains
  •  forest 
  • water 
  • desert dunes
  • marshland
  •  snow-capped mountains 
  • hills 
  • dirt 
  • woodland
  • highland
  • shrubland 
  • base (generic empty tiles)
  • void (stars)

Changelog

  • 1.0
    • First Release
  • 1.1
    • Added dirt, base, void, hills tile types
    • Added underground layers (dirt, water, void)
    • Slight colour adjustments
    • Fixed minor visual glitches
  • 1.2
    • Added woodland, shrubland, and highlands tile types
    • Added 34 decor objects
    • Improved mountains
    • Fixed stray pixels, alpha holes
  • 1.3.0 - 2021 September 05
    • Added 13 decor objects (large mountains, ponds, tree clusters)
    • Slightly changed name of set for consistency with other new packages
    • Removed unnecessary "tile sheets"

Terms

  • You can use these to make a free or commercial video game, printed board game, or similar media project.
  • You can modify and remix these icons to use in your projects.
  • You can't give them away on their own, sell them on their own, or sell them in another asset pack
StatusReleased
CategoryAssets
Rating
Rated 5.0 out of 5 stars
(3 total ratings)
AuthorDavid Baumgart
TagsHex Based, Hexcrawl, terrain, Tilemap, tiles, Tileset
ContentNo generative AI was used

Purchase

Buy Now$15.00 USD or more

In order to download this asset pack you must purchase it at or above the minimum price of $15 USD. You will get access to the following files:

Hex Terrain Basic 1.3.0.zip 5 MB

Comments

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Any plans to release a bundle of all sets together?

Thank you for providing these! I'm going to leave this comment beneath the other assets as well, for visibility.

I know your art from Starsector (a game I adore) and for anyone who hasn't tumbled down the art direction rabbithole for their game, here's some food for thought as to what (game) art needs in order to look good (and why practically every bit of AI generated art sucks at that):

- Art direction, that is a uniform, consistent style, meaning:

- Line art that is not too thick or thin and stays visible and consistent when scaled down (icons, anyone?), separating the object from the rest of the scene, allowing easy distinction

- Proportions and details that do not overload the viewer or get lost when scaled down (icons, again) and are READABLE; plenty of AI images suffer from chaotic, exhausting messiness of details that only blur when scaled to icon size

- Colors that are muted and fit together. Just because there are 256^3 colors (in RGB space) does not mean that you get to use all of them all the time. Lighting is a thing. 2-3 desaturated (muted) colors that oppose one another are often the right way to go.

- "Uncanny Valley" sucks: AI art looks very much LIKE "the thing", but it IS NOT "the thing" and gives this weird vibe and stresses the eye, cheapening your game

- Lighting, especially for gems. Gems are cut a certain way, so that they reflect the incoming light out towards the viewer (think diamond cut, hence the term brilliant). I have yet to see a single gem made by AI that understands the cut and reflection in gemstones.

So thank you. Your artwork is gorgeous and after learning about a lot of things for my own artwork I can recognize the aforementioned aspects inside your assets. I loved this style in Battle Brothers and think it strikes a perfect balance between realism and abstraction.

Cheers!

I do wish you had an option rotated 30 degrees for flat side down. 

I've had that requested a few times, but unfortunately it'd involve redrawing a large part of several hundred tiles across all of my tilesets - potentially multiple hundreds of hours of work. I'm afraid it simply isn't an economical project, so I've got to stick with the art direction choices I made initially.

I do think the decision was unfortunate and artistic. In 57 years of wargaming flat hex bottoms have been the norm on 90% or more of the maps I have seen. That said, if you have a high mountain peak a point down hexagon gives you a lot more room for a mountain without having it cover half the hex above.

Yeah, you're quite right - it has been people coming from the perspective of old-school wargaming that have a problem with my hex arrangement. And while I've played a few old-style hex games, I'm obviously not from that background so my first thought was toward what was easy to draw for me and looked good in that style.

I have considered drawing a simpler hex terrain style set - possibly lower resolution, definitely simpler rendering - and maybe I'd see about the flat top/bottom for that. It does seem foolish to potentially cannibalize my own sales, but it might be an interesting project (and maybe that's what's most important, at some point).

I'm yet unsure of the composition of my game world map and am, too, used to flat hexagons. I'm going to play around with it a bit and see if maybe one can "reshape" them if necessary - the square tiles and hexagon versions seem to be basically just that, right?

(+1)

Really pretty tiles!
Thanks for your work <3

request for Autumn Woods like the game "battlebrothers", https://battlebrothers.fandom.com/wiki/Global_Map


Oh jeez, sorry for taking a year to remember that I've drawn these and haven't released them.

    

You should probably add these to one of the terrain sets, it's a shame to hide these in the comments!

(1 edit)

I know that colors do not all have the same value ("lightness") to them, but I'll try fiddling with the HSV sliders for select color ranges and attempt to turn the green versions into autumn ones. Same might to a degree for winter with desaturation/greyscale.

Edit: Godot has a value to "modulate" the tiles with a color, which on first look seems okay to create tiles for seasons or daytimes.

(+1)

That Set is fantastic!

(+1)

I loooooooove your hex kit set! I use them to create hex crawl maps in tiled for Foundry VTT, you should sell them on https://www.drivethrurpg.com/ for Gamemasters, they work very well when you use tiled :)


So you can make some more money, and I hopefully get more hex fields :D