[][] Drawing 2D Sprite [][]
Ok i draw my player on the paper, cool...
now i scan it, here the firsts question:
How?
What resolution?
What color?
Simply Black and With?
now i open that image with a graphic program:
What program?
I should trace the edges,
what tool do i use?
If i want not blured image but hardline and hard pixel shadig
what do u suggest me to do?
P.S. I read much web tutorials on 2D sprite drawing, but i met much troubles, so i ask who just made and make it?
quote: Original post by Link
Ok i draw my player on the paper, cool...
now i scan it, here the firsts question:
How?
What resolution?
What color?
Simply Black and With?
I suggest you scan them in a high resolution and maximum color depth. Then use a graphics tool to adjust the image. More flexibility that way.
quote:
now i open that image with a graphic program:
What program?
I should trace the edges,
what tool do i use?
If i want not blured image but hardline and hard pixel shadig
what do u suggest me to do?
Paint Shop Pro is nice. It can handle most image formats and has "Trace contour" and "Sharpen" functions.
quote:
P.S. I read much web tutorials on 2D sprite drawing, but i met much troubles, so i ask who just made and make it?
What kind of troubles?
"-1 x -1 = +1 is stupid and evil."-- Gene Ray
Here''s what a lot of people do:
Draw a rough draft. Use a animator''s lamp-desk or lit drafting table(or whatever makeshift means) to trace in thick black lines on another sheet. Scan(or digitalphoto) it into photoshop 4+, or iphotoplus 4+ or jasc paintshop pro. (all three are great). Most people scan in black-white or grayshades, but I always scan in color, cuz it''s easier to touchup(you''ll see what I mean[besides which you can convert back and forth between different types anyway]). You can modify the intensity of the black edges using the filters and playing with rgb,hue,saturation,light intesity,contrast,etc. Contrast will definately be useful here. If you need to avoid dithered edges or a dithered(blurred) image, you can do a paintfill of white(or black or whatever keycolor you''d like to be totally transparent). Then use focus adjust and increase the focus. You may want to touch up the colors with gradientramp paint tools and adjustable tolerance values for edge detection. Anyway, you''ll need to play around with the software for a while until you get the hang of the various tools. Pretty much any effect you''d like can be handled with filters, effects, and photo-adjustments.
Draw a rough draft. Use a animator''s lamp-desk or lit drafting table(or whatever makeshift means) to trace in thick black lines on another sheet. Scan(or digitalphoto) it into photoshop 4+, or iphotoplus 4+ or jasc paintshop pro. (all three are great). Most people scan in black-white or grayshades, but I always scan in color, cuz it''s easier to touchup(you''ll see what I mean[besides which you can convert back and forth between different types anyway]). You can modify the intensity of the black edges using the filters and playing with rgb,hue,saturation,light intesity,contrast,etc. Contrast will definately be useful here. If you need to avoid dithered edges or a dithered(blurred) image, you can do a paintfill of white(or black or whatever keycolor you''d like to be totally transparent). Then use focus adjust and increase the focus. You may want to touch up the colors with gradientramp paint tools and adjustable tolerance values for edge detection. Anyway, you''ll need to play around with the software for a while until you get the hang of the various tools. Pretty much any effect you''d like can be handled with filters, effects, and photo-adjustments.
(>-<)
Notes:
Most people would tell you to initially use a large size to do the sprites(and depending on your artistic method it could be best), but I might suggest starting fairly small to avoid blurring or strange color bleeding artifacts, in particular, with the transparent/opaque edges. If you want very optimal sprites and loading, you''ll want them to be stored in one single map. 32x32 divisibility is supposed to be the best. ie: 32x32, 64x64, 128x128, 256x256, 512x512
You could have the programmer do this as a resource map too if the project isn''t too big.
One thing you could do is use 256 color mode initially and a hand-made palette, convert to the game''s color depth(usually 32bit color), and rescale the size to the larger size. Offhand I can''t remember which order of doing this had the best results...
Most people would tell you to initially use a large size to do the sprites(and depending on your artistic method it could be best), but I might suggest starting fairly small to avoid blurring or strange color bleeding artifacts, in particular, with the transparent/opaque edges. If you want very optimal sprites and loading, you''ll want them to be stored in one single map. 32x32 divisibility is supposed to be the best. ie: 32x32, 64x64, 128x128, 256x256, 512x512
You could have the programmer do this as a resource map too if the project isn''t too big.
One thing you could do is use 256 color mode initially and a hand-made palette, convert to the game''s color depth(usually 32bit color), and rescale the size to the larger size. Offhand I can''t remember which order of doing this had the best results...
(>-<)
try 200 or 250 dpi (scanner resolution)
open in photoshop, tweak the contrast make white is white, blackis black, erase unwanted lines, use line art t emphasis it, then color it.
open in photoshop, tweak the contrast make white is white, blackis black, erase unwanted lines, use line art t emphasis it, then color it.
I know this isn''t the programming forum, but wouldn''t 25x25 be really not fun to implement? I mean, since textures are so nice when they''re powers of two, or whatnot. Then 32x32 is a lot easier to manipulate with bit functions, and so on. And some systems don''t allow anything but power of two textures, and those that do allow other sizes oftem load images into a larger power of two texture, and then use only part of the memory.
And just an odd note - scanning in the higher resolution isn''t always the best solution. Probably is in this case, since it''s jsut line art, but in some cases, where you need detail in a texture, such as grass, scanning in a lower image can help preserve sharpness.
And just an odd note - scanning in the higher resolution isn''t always the best solution. Probably is in this case, since it''s jsut line art, but in some cases, where you need detail in a texture, such as grass, scanning in a lower image can help preserve sharpness.
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