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Sprite resolution

Discussion in '2D' started by Edarn, Mar 18, 2017.

  1. Edarn

    Edarn

    Joined:
    Apr 7, 2016
    Posts:
    8
    Hi,

    With my brother, we are starting a game project and we decided what to do but we are stuck with the how.

    It's a 2D game and we want to make the best looking sprite possible.

    From a hand draw, we got it scanned and got I drawing 720px wide.

    At 216px, most details are still visible, but at 108px (the aimed resolution (sprites between 90~128px),
    the art isn't so good.
    And we are not really willing to go for old pixel art sprites.

    Here is an exemple :

    Hand Draw (resized to 216px)

    TD216BW.jpg

    Pixel Art 216px (flat color)

    TD216C.jpg

    Pixel Art 108px

    TD108MX.jpg

    So, the question, is there a way to have more detailed sprites with that resolution?

    Would we have better quality with other methods than pixel art?
    These were made with Photoshop.

    Thx for any help or advice.
     
  2. datahead8888

    datahead8888

    Joined:
    Nov 5, 2015
    Posts:
    55
    Some 2D game developers will do their graphics as vector art (Inkscape is a program that does this well with the SVG format) and then export them to different sized rasterized formats such as png files. You would have to make it load the differently sized png files when needed from your game.

    You also could look at creating lower resolution rasterized versions of the images that are hand customized to show what you want to focus on.

    You could look into using 3D models to represent it, which could still represent 2D, though you would want to look into options for how the textures on the models downsize.
     
  3. Edarn

    Edarn

    Joined:
    Apr 7, 2016
    Posts:
    8
    Thx, I'm going to look into Inkscape and see if we get the better results. :)
     
  4. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    If you are still going to scale down to 108 pixels - the results will be the same regardless what authoring package you end up using. It still turns into the same 108 pixels! o_O
    Vector packages are best used for scaling UP stuff so a logo can be drawn to 50x50 pixels and scaled UP to print on a billboard.
     
  5. Edarn

    Edarn

    Joined:
    Apr 7, 2016
    Posts:
    8

    So, it's always a rastered sprite?
    Unity doesn't handle vector 2D models?

    While rotating, will a rasterized image have the same render as a vector one?
     
  6. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
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    7,790
    This might be helpful -
    http://answers.unity3d.com/questions/611635/anyway-to-import-vectors-ai-svg-eps.html

    Research - but essentially yes. A character will end up as a raster.
    Unity does handle vector - though for a character model - not entirely. Research.

    Question #3 doesn't make sense.
     
  7. Edarn

    Edarn

    Joined:
    Apr 7, 2016
    Posts:
    8
    I meant, when the 2D model is making a rotation from 1° to 360°.
    Since, the image is low on resolution, will a vector model have better rendering?

    TD108MX2.jpg
     
  8. theANMATOR2b

    theANMATOR2b

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    Jul 12, 2014
    Posts:
    7,790
    I dont think so, but it doesnt hurt to test - to see if rotating a vector graphic results in smoother visuals.
     
  9. Edarn

    Edarn

    Joined:
    Apr 7, 2016
    Posts:
    8
    Thx.
    We will do some tests and see what is easier for us. :)
     
    theANMATOR2b likes this.
  10. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790