Still pretty new to sprite drawing, still figuring out what to do! I've got a question, too: what resolution do you draw your sprites at? I imagine that drawing them to fit within an 800x600 frame means that they'll get fairly pixelated pretty quickly if you make the game fullscreen?
Anyhow, fiddling with a non-human character for now:
Wow, so many artworks since I last came here. Good to know artists are alive and kicking! ^^ Except, I'm procrastinating and drawing other stuff besides requests and projects...
I've been working on my "anime" drawing skills since I just learned last year or so. It seems I'm still swinging towards "semi-realism".
dracothrope wrote:Still pretty new to sprite drawing, still figuring out what to do! I've got a question, too: what resolution do you draw your sprites at? I imagine that drawing them to fit within an 800x600 frame means that they'll get fairly pixelated pretty quickly if you make the game fullscreen?
2000px at height is the minimum. usually, 4000px.
Be sure, never use the bilinear resizing. use bicubic, or other similar resizing method instead.
nyaatrap wrote:2000px at height is the minimum. usually, 4000px.
Woah, seriously?! Guess I'd better get re-started with the fella above! (And I had wondered how everyone managed to get their linework so thin without it looking like a butt! Hah!) I was under the impression that 1200px tall would suffice, since that's about double the size of the original screen. In that case, how large do you folks usually make your backgrounds when you're setting up you canvas? That's got to be humongous. o.O
nyaatrap wrote:Be sure, never use the bilinear resizing. use bicubic, or other similar resizing method instead.
What's the difference between bilinear vs bicubic for resizing? Is that just a code thing? I just haven't heard of those terms in the use of photoshop or what have you.
nyaatrap wrote:2000px at height is the minimum. usually, 4000px.
Woah, seriously?! Guess I'd better get re-started with the fella above! (And I had wondered how everyone managed to get their linework so thin without it looking like a butt! Hah!) I was under the impression that 1200px tall would suffice, since that's about double the size of the original screen. In that case, how large do you folks usually make your backgrounds when you're setting up you canvas? That's got to be humongous. o.O
nyaatrap wrote:Be sure, never use the bilinear resizing. use bicubic, or other similar resizing method instead.
What's the difference between bilinear vs bicubic for resizing? Is that just a code thing? I just haven't heard of those terms in the use of photoshop or what have you.
I generally draw all my sprites starting on a A4 sheet size, so 2480x3508 pixels at 300 dpi (which is pointless for screen but you never know when you might want to print something... it could happen). I usually do my backgrounds at 3x the size of the screen or bigger. With digital work it is best to start large and resize. Not only does it allow for different circumstances when you might want the work larger (with pixels you can make something smaller, but you can't make it bigger) it also helps a lot with hiding imperfections like wobbly lineart.
Last edited by Auro-Cyanide on Fri May 11, 2012 8:39 pm, edited 1 time in total.
I usually draw mine in 2880 resolution in height... but that's just because it's the maximum resolution that both my software and my laptop capable of handling. My laptop is often crashed when I draw something that fill the entire 2880x2880. I really wish I have a stronger PC with big monitor (I have a new netbook that significantly stronger than my old notebook, but only with 12" monitor).
"Double the princesses, quadruple the fun!" - Haken Browning (SRW-OG Endless Frontier)
And now to complete the set (so far)... Guys of Rising Angels!
To throw in my input on the recent conversation, I have my sprites at least 4000px tall in 300DPI. It's mostly in case, for whatever reason, I'd need a gigantic version for printing a poster or something.
nyaatrap wrote:Be sure, never use the bilinear resizing. use bicubic, or other similar resizing method instead.
What's the difference between bilinear vs bicubic for resizing? Is that just a code thing? I just haven't heard of those terms in the use of photoshop or what have you.
Bilinear resizing only uses neighboring 4 pixels to calculate the resulted pixel. It pretty fast, and many application uses it by default. But it causes aliasing on your sprites and makes them ugly.
Bicubic uses 16 pixels. It's a bit slow but doesn't cause aliasing (unless you resize sprites under 25% size at once). Photoshop uses bicubic resizing by default.
Now here is a drawing (Not a sketch considering the time I took with this) that I am personally proud of.
Now, is it possible to get a bit of feedback on this?
NOTE: My scanner has the bad habit of scanning everything at an angle, it's stright on the paper itself
"Perfection goal that always changes. Can pursue, cannot obtain."