What size should your assets be? | HD 2D GAME ART

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Nonsensical 2D

Nonsensical 2D

Жыл бұрын

A moderately quick overview about asset sizes and graphics performance. This mostly relates to high definition or HD graphics, and relates less to pixel art, since it will have other limitations.
Most of the information here will be engine agnostic, and you'll hopefully learn some terms and concepts that relate to your engine. But most of the examples I use will relate to Godot and unity, because those are the engines I have worked with.

Пікірлер: 195
@histhoryk2648
@histhoryk2648 9 ай бұрын
This is actually the best channel for 2D game art that isn't focused solely on pixel-art
@ast3077
@ast3077 8 ай бұрын
agreed
@jbgra2566
@jbgra2566 6 ай бұрын
Seriously. I've been searching for more paint-like art for games and all I find is pixel art
@darkx6869
@darkx6869 5 ай бұрын
Right I’m so sick of pixel art
@bloggy6465
@bloggy6465 5 ай бұрын
there is nothing wrong with pixel art if its actually good but i like both
@ownedcoot1046
@ownedcoot1046 Жыл бұрын
This is by far the best explanation I have seen on this topic. Amazing work!
@Nonsensical2D
@Nonsensical2D Жыл бұрын
This is possibly the question I get asked most often, and I've been moderately unsure on how to cover it. So this is mostly an engine-agnostic beginners overview of some terms and concepts that you might want to be familiar with, so that you can look up the specifics in relation to your engine. This means that I made a considerable amount of simplifications and I didn't go too much into specifics relating to different platforms or hardware. As mentioned, hopefully I didn't make any mistakes, but if I did, please write down in the comments and I'll try and pin a correction. Ohh, and whether you shoot for 4k or not will be up to you, the safest bet is to probably make your assets fit 4k even if you don't make your game in 4k. I mostly stick to 1080p when working on my game because I usually start my scenes fairly unoptimized and in 4k my computer will have trouble running. I generally don't think people would buy or not buy your game based on it not being 4k anyway...
@TetsuDeinonychus
@TetsuDeinonychus 11 ай бұрын
It's really nice to see a video like this about HD 2D graphics. So many videos about 2D game graphics focus on pixel art and while that can be a very cool esthetic (though the pixel-art I like to see is still fairly hi-res and detailed) it's not the only way for 2D games to look, and not the (default) look I want for my fighting game. The tips in this video seem very useful and relevant and should come in handy for my project.
@holyknighthodrick5223
@holyknighthodrick5223 2 ай бұрын
Currently developing a 2D game engine, this channel has been very helpful to understand what and how gamedevs might want to do things so I can implement the functionality in my engine
@santiagorey3870
@santiagorey3870 10 ай бұрын
Why is Rayan Gosling making games?
@andrewmettler2228
@andrewmettler2228 3 ай бұрын
I'm not artistic in the least and I've never understood pixels and image resolution and display resolution. This is the clearest, best explanation I've ever seen.
@danyknight9107
@danyknight9107 Жыл бұрын
Amazing as always, great job. This is one of the things I often find myself struggling with. Thank you very much for the video.
@luciafantin
@luciafantin Жыл бұрын
this is an awesome video! I've been looking for a tutorial on this topic for a long time but this is the first one I've seen explain it so clearly, thank you so much!!
@ZenryokuFGC
@ZenryokuFGC 7 ай бұрын
subscribed because you immediately got to the point and explained what the video title implied in a concise and clear way. thank you
@imienazwisko9083
@imienazwisko9083 7 ай бұрын
Thank you for such an incredible tutorial packed with knowledge! I've never seen anyone list all the new concepts mentioned in a video at the end, I think it's very helpful. Please keep up the good work!
@SadTown99
@SadTown99 Жыл бұрын
Wow. That was quite a lot of information packed into one video... Thank you very much for sharing your knowledge & tips, I think I learned a great deal of new things to help me tighten my workflow!
@ModerateDev
@ModerateDev 5 ай бұрын
By far the most clear and useful video I have found on the topic TY ! new to 2d and having trouble making the transition.
@noxen1402
@noxen1402 Жыл бұрын
Excellent video! A subject that I tried to understand many times and got bribes of information here an there, but not understanding it as a whole. Your video summarizes everything in a very simple way, Thanks!
@nathaliekranich4923
@nathaliekranich4923 3 ай бұрын
I really appreciate this video! When I started doing higher-res game art it was difficult to know what best-practises to look out for and there seemed to be few resources on the topic. I ended up arriving at some of the tips in this video organically and it's great to supplement that with the more technical aspects you've explored, so thank you very much!
@HomeFrogGames
@HomeFrogGames Жыл бұрын
I've come across your channel these past few days and found so much useful information! Also I like your style quite a bit. I've done several games on Dreams and have been learning Unity, Procreate and a bit of Blender. But I want to make some of my own game art going forward and not use assets as provided in some of the tutorial material, and these type of questions like you tackle here in the video are just not something you came across much in Dreams. New subscriber here and I look forward to more videos from you. I'll try to memorize the 2x larger size as a general rule but also remind myself that the answer to a lot of use cases is "it depends".
@zawkhaled
@zawkhaled Жыл бұрын
Keep up the awesome work! Thanks for sharing.
@AudioBoi234
@AudioBoi234 7 ай бұрын
Wow, this is very in-depth and detailed! Thank you very much! ❤
@theabit2899
@theabit2899 Жыл бұрын
Thank you for this video!!! It was exactly was I was looking for! You explained super clearly and mentioned the concepts to search and know futher. Thanks!!
@turkm3000
@turkm3000 Жыл бұрын
As always very helpful information, keep the good work man.
@Fabian-gv6zx
@Fabian-gv6zx Жыл бұрын
Great video man ❤ I loved the way you explained it. Keep going 👏🏻
@AtticFail
@AtticFail 7 ай бұрын
wow that was actually so well explained, perfect! Thank you so much!
@arvie.pravira
@arvie.pravira 6 ай бұрын
Thank you so much for making this video!! This is really helpful and informative, been looking for this knowledge
@SivKyne
@SivKyne 10 ай бұрын
This is so well-made and helpful!
@Dumbunny420
@Dumbunny420 4 ай бұрын
Omg the breaking up textures is so weird that it does that I really would have assumed the opposite, this whole vid has been so helpful thank you so much!❤
@Liioni
@Liioni Жыл бұрын
This is a great video, you explain things very well! Thanks so much!
@SunnydayRay1
@SunnydayRay1 3 ай бұрын
this is the first vid that ever explained why tilemaps and other stuff properly to me, so thx man
@1upIndie
@1upIndie Жыл бұрын
As usual, really good infos. Keep it up!
@randomaj237
@randomaj237 Жыл бұрын
Thank you so much this will be an unbelievable amount of help, keep up the great content.
@Jean_Bono
@Jean_Bono 9 ай бұрын
very concise and well explained , congrat for ur video
@IraKane
@IraKane Жыл бұрын
You are totally right and it is important to have in mind everything you said. When you desing graphical asset packs as a general thing for anybody to use, it is even worse. You cannot anticipate what potential uses each indivisual developer is going to think of for all the sprites you create. In this case I guess the best bet is the general rule of thumb you mentioned, create the assets at 2x the estimated needed resolution. And for the dpi of the images, on one hand makes no sense to make 300 dpi images for screen content, but on the other hand there's no downside(as far as I know) on the performance of the game and you may want to use some of the images for printing in the future. Thanks for keep on creating cool content😁
@blarvinius
@blarvinius 9 ай бұрын
Great information, and a great looking game! Thanks.
@__shapeshift_
@__shapeshift_ Жыл бұрын
Thanks for this! - You made a good point with the size. Especially if you add your art to other things like YT Videos
@DmitriNanaktaev
@DmitriNanaktaev 8 ай бұрын
Valuable info. Keep doing what you doing.
@indie3d
@indie3d Жыл бұрын
I am learning a lot from your videos...thank you!
@aldanasjuan
@aldanasjuan Жыл бұрын
I've been following you and taking your advice. As a wannabe game dev that has no art experience, your channel has been the most sensical :) I'd love to see how you approach UI for your game, like fonts, menu styling and all that stuff.
@Nonsensical2D
@Nonsensical2D Жыл бұрын
Ye for sure, I want to touch on it and have started on it a bit, but I can't entirely say when it will come, I have quite a few videso that are further along in development and will probably be released before :( I have a video on usability of UI, but it doesn't discuss the artistic aspects of UI sadly.
@aldanasjuan
@aldanasjuan Жыл бұрын
@@Nonsensical2D My comment should by no means pressure you into doing it. If you already thought about it then obviously it would be cool but do it at your own pace and will. I really do appreciate your videos and I will for sure buy your game whenever you release it. I can't stress enough how helpful you've been, I went from "I won't be able to do this" to "maybe there's a chance I can actually build this game", which is HUGE. Thanks!
@spruslaks26
@spruslaks26 Жыл бұрын
Amazing videos, thanks for your effort
@prism_schism
@prism_schism Жыл бұрын
Awesome information! Thanks a lot!!
@marketfinds
@marketfinds 3 ай бұрын
I searched for "unity what size images" and ended up getting a wealth of information of things I hadn't even thought of! Brilliant for those like myself that are starting out!
@DarkMiasma
@DarkMiasma Жыл бұрын
Awesome work man.
@MakDemonik
@MakDemonik 7 ай бұрын
For a channel called Nonsensical 2D your videos are incredibly useful and make sense :V
@Dardasha_Studios
@Dardasha_Studios Жыл бұрын
This is good info. I have yet to start, this would help a lot.
@funasylumstudio
@funasylumstudio 10 ай бұрын
incredibly useful. Thanks!
@m0-m0597
@m0-m0597 7 ай бұрын
Thanks for sharing your knowledge
@satisho1096
@satisho1096 Жыл бұрын
Thanks for the all information
@Misaplay
@Misaplay 7 ай бұрын
nice , you are the best 2 artist ,thanks for Manaus - Amazon - Brazil
@envilonscript
@envilonscript 6 ай бұрын
Great video! :)
@Hazzel31337
@Hazzel31337 3 ай бұрын
great video, great value 10/10
@95mcqueen5
@95mcqueen5 Жыл бұрын
Your channel has been helping me a lot with technical stuff like that. I have two questions. So basically, whenever I want to have a large image (say, a 600x400 house) I break it down to pieces, like doors, windows, roof and walls and assemble them together to get a better performance? And also, do pixel art games have a better performance just for the files being very small?
@Nonsensical2D
@Nonsensical2D Жыл бұрын
I would assume that in order to get absolute best performance you would break it into pieces and then stick all the pieces in a sprite sheet and then make your house using tiles (you would probably end up with the least memory usage and only one draw call this way). But you don't always need to go for best performance, I rarely do. I tend to start with the method I am the quickest with, and if I need to improve performance, then I do it. If your house is almost perfectly one nice square building, then just placing it as one big picture is going to have very similar performance to placing it in a sprite sheet, and if your size is 600x400 then that is a fairly small size to begin with (less than 1 MiB i think) so I doubt breaking it down into pieces would even net you a significant performance boost. Ye, pixel art is significantly easier to run well because of file sizes :) it also tends to be significantly smaller size for the entire game as well, Iconoclasts is like 160 mb for the entire game, whereas GRIS is 3.4 GB, even though gris is probably a shorter game :)
@95mcqueen5
@95mcqueen5 Жыл бұрын
@@Nonsensical2D that's a relief, I'm using Godot right now and plan to get busy with 2d assets, so if things get crazy I just use tiles for the large sprites. thanks a lot for the answer, you are a beast!
@Mohit_N.R
@Mohit_N.R Жыл бұрын
Extremly Helful, Thank you !! ❤
@ananijesusjesus5309
@ananijesusjesus5309 6 ай бұрын
My Therapist: 2D game art Ryan Gosling doesn´t exist. He can´t hurt you. 2D game art Ryan Gosling:
@_uncag3d_
@_uncag3d_ 3 ай бұрын
Right?
@RebelliousX82
@RebelliousX82 9 ай бұрын
You deserve a thumbs up 👍👍
@CappicheGames
@CappicheGames 2 ай бұрын
Thank you mate!
@ItsMeChillTyme
@ItsMeChillTyme Жыл бұрын
In Godot you can do ArrayMesh to get rid of transparent areas.
@bakedbeings
@bakedbeings 3 ай бұрын
The improvement in upscalers can be a help to artists now. You're freed to work closer to your target res, which helps to avoid over-detailing, and when/if you need higher resolution (for app stores, promotional materials, future ports to 4K) the upscaler can resize it while maintaining crisp lines/features 👍
@saygo-png
@saygo-png 3 ай бұрын
Your "generally" sounds so cute
@chinkram
@chinkram Жыл бұрын
I love ur videos so much
@AsmodeusMictian
@AsmodeusMictian 3 ай бұрын
You know, I guess being left handed makes me sensitive when I see it out in the world lol. Awesome video, thanks! :)
@NiceChange
@NiceChange 8 ай бұрын
This is some very pertinent information. Listen.
@DrW1ne
@DrW1ne 9 ай бұрын
That's actual an useful information
@Anerisian
@Anerisian 4 ай бұрын
Great video. Here is a simple wotkflow to do sizes: make a mockup of your desired screen in Unity. 1. Figure out what 1 unit in unity should represent. Generally, that‘s one tile or 1 meter, or something sensible. 2. mock up a example screen in unity. Put a square sprite (right click in project > 2D > sprites or something), or cube 1 unit large, and put some crude or found sprites also representing some elements you plan to have, e.g. player character. Tweak this so that the cube has the right size given your intended camera settings. 3. then, in your graphics tool, load your mockup screenshot and scale it to the desired pixel size, e.g. 4K. Now you can measure the cube what you would need to set in the sprite setting for how much pixel per unit. Say, the cube is 128 or so. Thus to cover 1 unit in unity, your sprite must be 128 pixel. If a tree is 3 units high, that‘s 3x128 = 384. This gives you both the resolution for the sprites, and the asset sizes.
@Dumbunny420
@Dumbunny420 4 ай бұрын
Ohhhh that makes a ton of sense the whole multiplication of 2, 16, 32, 64, it’s just easier for the computer to read it. Neat
@ultimaxkom8728
@ultimaxkom8728 Жыл бұрын
Nice video.
@zappy7393
@zappy7393 Жыл бұрын
3 years on and off I have been developing my game. To this day this is one of the main questions I have had about my game and how people manage it.
@Nonsensical2D
@Nonsensical2D Жыл бұрын
Ye I kind of feel the same to some extent. I've read a lot about it and been doing it for quite a while (and have some background in adjacent stuff), but it feels to some extent like there are no videos or texts covering it at all, which is why I felt the need to at least cover the basics for those who are real beginners to game dev and programming (because it can be a bit overwhelming). With that said I know my management of it is suboptimal, but it works, and that feels kind of like the indie dev motto.
@jinkisaragi8679
@jinkisaragi8679 3 ай бұрын
Your knowledge are amazing, it would be more amazing if you split you video to chapter so we could re-watch each chapter that we wanted, since sometime when I wanted to re-watch a video it took me some time to find where is the part that I needed to watch. Overall thank you for sharing
@Nonsensical2D
@Nonsensical2D 3 ай бұрын
Ye, I sometimes think about doing it and have done it for some videos. But I generally don't write my script in "chapters" so it always feels awkward to place sections and chapters since it isn't entirely clear to me where one topic begins and one ends.
@nemo9396
@nemo9396 Жыл бұрын
I love your videos
@cyra9544
@cyra9544 7 күн бұрын
Thank you
@Wulfnstein
@Wulfnstein 3 ай бұрын
Interesting, I always thought those sprite sheets were to make the work process easier. So the level designer didn't have to sift through hundreds of files. Never occurred to me that it was for saving the memory.
@fernando3289
@fernando3289 11 ай бұрын
When you say to make the sprites 2x larger and then reduce them, should I reduce them in Photoshop or in the game engine? Love your work, please don't stop.
@Nonsensical2D
@Nonsensical2D 11 ай бұрын
for me it has happened on more than one occasion that I realise I actually need higher resolution for an asset, and its obviously quicker to just be able to change it in engine. And you might have to tinker with the build depending on the platform and such in the future and then needing to adjust the textures in the engine anyway, so I have personally gone with making my project more versatile and placed changed everything in engine.
@TricoliciSerghei
@TricoliciSerghei 10 ай бұрын
Hey hey, thank you very much for the video! Very nice and informative.. Was wondering if you're using a script when making the video, I'm thinking about doing a few myself on programming :D
@Nonsensical2D
@Nonsensical2D 10 ай бұрын
Yes, everything is scripted, pretty much every single word is said as written. I used to memorise each line and then say it, but nowadays I use a teleprompter and actually read from the script when speaking (you can sometimes see my eyes scan when speaking). I think whether a script will be good for you or not kind of depends on what kind of person you are, I don't really like speaking off the cuff in a video, because there is a high risk I get sidetracked or explain a concept suboptimally. But the downside is that a script generally takes time, a lot of time. 1000 words are about 5 minutes for me, so on occasion I can sit with scripts that are 4-5k long, which is like a decently sized essay :)
@TricoliciSerghei
@TricoliciSerghei 10 ай бұрын
@@Nonsensical2D Thanks for the info!
@MrAlexPoling
@MrAlexPoling Ай бұрын
Great video. Thank you! As for DPI, is there a standard for 2D game art? I've seen some sprite sheets from random games and they all tend to have significantly lower DPI and still generally look pretty good. That said, standard for print is 300. I've been doing 300 for my assets but haven't gotten into Engine yet. Should I aim to reduce DPI for future assets? Another person in the comments said DPI won't significantly affect performance via a game engine. What are people's thoughts on that? Any advice is appreciated! Thanks.
@smokinjoe9415
@smokinjoe9415 27 күн бұрын
Why would you use 300DPI when a video screen (all of them) are only 72 to 96 dpi? You don't understand DPI and confuse it with resolution!
@MakeItThink
@MakeItThink Жыл бұрын
Nice Video! How do you handle the 2x rule in Unity? How do you reduce the sprite size? With "Pixels Per Unit" in the sprite import-settings or are you scaling the Transform-Component? And what orthigraphic size are you using, because this should match to the pixel per units, shoud'nt? I have the problem when I import a sprite and scale it down, than it looks pixaleted / jagged. I'm using hand drawn art like you.
@Nonsensical2D
@Nonsensical2D Жыл бұрын
Hi, I don't know if you have read it yet, but there's a really good blog post that covers a lot of what you are asking called "choosing the resolution of your 2D art assets" on the unity blog. making it 2x as I described mostly refers to making the sprite, the exported sprite tends to be good to keep at around the size you need it for (because of performance issues). As far as I recall changing PPU or scaling the asset shouldn't make that big of a difference. I'd check the blog post, just search for the title in google, I haven't personally worked in unity for the past 3 years, so I can't recall orthographic sizes and such, sadly. Hope it helps and good luck! Edit: I realized now that maybe you were referring to 2^n, from what you are describing do you mean that you actually want your asset size to be say 400 pixels, but you try to fit it to 512 and then scale it down, so now it looks off? If scaling it down makes the asset look pixelated even though it has more than enough pixels it could be because of filtering methods or anti-aliasing, generally you want to adjust the size so that it is a closer match to what you need, but it sounds as if you have done that. So trying something like mipmaps or changing filtering methods could help. mipmaps will make the same asset visible in different resolutions basically (will make the texture size slightly larger, but performance and quality can definitely be improved). Here it would probably be good to keep the texture size at 2^n Another potential option nowadays is to keep the size uneven anyway, you don't need to do 2^n for all assets if you are running into trouble with it, and if you fit it into a sprite sheet but keep the sprite sheet at powers of 2 then I don't think it actually matters (this could be less beneficial if you actually want to use mipmaps and stuff).
@MakeItThink
@MakeItThink Жыл бұрын
@@Nonsensical2D Hey thank you for your detailed answer. I know the blog and I tried a lot of different settings, inport sizes etc.. I think the mipmapping is too much for my game. Its true, that the 2^n-rule dont effect anything. As far as a noticed. I think its all about finding the right balance between blurry sprites and too sharp sprites, which can look jaggy. And when you look close to other professional games, some sprites and textures are also a little bit blurry or jagged. Thank you and keep going
@user-uw2gx8rq2h
@user-uw2gx8rq2h 5 ай бұрын
Bro you have the best mumble ability
@wint3rxxx
@wint3rxxx 8 ай бұрын
My png exports which are in png tend to lose quality (gets all jagged and looks pixilated) when i scale the down in Godot from adobe illustrator. what do you think is the ideal way of exporting them to maintain clean edges. I use compatiblity mode with opengl 3.3 on intel (R) HD graphics 405. My export setting are set for art sampling to check anti aliasing and all
@Shadowthevampire
@Shadowthevampire 10 ай бұрын
So what do you do when you make your mishroom charakters or trees do you take a procreate canvas and put to those exact pixels and draw it or do you draw it twice as big and thrn shrink it down? Im also using procreate and your gane art looks good nor blurry and I just wanna know more detailed hoe you do it because I can never get my assets right just making le quit multiple times over.
@Nonsensical2D
@Nonsensical2D 10 ай бұрын
I make a ballpark estimate of the size and try to make it like 5-10% bigger at most (unless I do twice the size). But focus first on making it not blurry. I know when I used to use unity (I don't know if you do) that I had trouble with some import settings that made my assets blurry even if they were the correct size, but it was truly a long time ago so I can't remember what the issue was at the time. But if the asset looks good and not blurry as a PNG, then it should look good in game as well (assuming correct size) and if it doesn't, it is probably due to some import setting or lossy compression that is causing the issue (this could happen in any engine you are working in, be it gamemaker, unity, godot etc)
@Parwitch69
@Parwitch69 5 ай бұрын
So if I plan to use 256 pixels wide in game, I should draw at least at 512 pixels wide to be save. But when scale down, should I scale it back to 256 pixels then import to game engine or import the 512 one and let game engine scale it down?
@amandaslough125
@amandaslough125 3 ай бұрын
Another comment he replied to is scaling it in the game engine. Cuz he usually needs the higher resolution for the asset and the engine works fine doing the hard labor.
@robertjag167
@robertjag167 Жыл бұрын
Love your videos! I would love to see a video on how to build a scene as a absolute beginner in Unity/Godot. I have drawn my assets.. what now? How do I layer, size, name, place it all to make a scene as beautiful as possible with the assets I have? 🤩
@Nonsensical2D
@Nonsensical2D Жыл бұрын
I will make more videos that touch on this, but I have two videos that kind of touch on this type of stuff already, one called how to place your assets and one called how to make your scene from scratch. it might not be exactly what you want since I don't really cover any engine related stuff, but I kind of touch on some general thoughts in regards for placing and making assets :)
@robertjag167
@robertjag167 Жыл бұрын
@@Nonsensical2D Thanks I will search for those first then!
@B_Carr007i
@B_Carr007i 11 ай бұрын
Thanks
@PHOBOS1530
@PHOBOS1530 Жыл бұрын
Nice
@vicc19
@vicc19 6 ай бұрын
Can you help me with the issue of inconsistent line thickness? Say I need to use a character/sprit in two different sizes (one very large and one small). As you mentioned in the video, and I've noticed myself, the line thickness becomes inconsistent (one very thick and other very thin). In a scenario like that, should I make 2 different sprites of the same character, manually adjusting the thickness of line in my drawing software?
@Nonsensical2D
@Nonsensical2D 6 ай бұрын
Ye, I think that is probably the easiest way to solve it. I dont really think there is an easy way, its kind of the downside with using lineart
@shadowofregret1317
@shadowofregret1317 Жыл бұрын
Can you do a video on the software you use to import your assets.
@teaemperor1055
@teaemperor1055 3 ай бұрын
Well about the draw call logic, i use monogame so I can draw anything i want in the same draw call hehe
@felipevalencia400
@felipevalencia400 10 ай бұрын
ty
@bethhickm
@bethhickm 17 минут бұрын
Thank you so so so much. T__T
@buzzlemuzzle
@buzzlemuzzle Ай бұрын
Really good video! I’m sorry if it comes off as rude but you should try to relax your brows while speaking. It makes the video seem tense if I look at it.
@Nonsensical2D
@Nonsensical2D Ай бұрын
Thanks :) No problem, I am aware of it, it in part happens because the text on my teleprompter is on the edge of what is possible for me to read, which is why in my recent videos I have glasses :D but also I don't like looking directly into my light source (which is pretty much where the camera is) so I sometimes naturally strain my brows because of it :) basically I try to be cognisant of it because I know how it comes across, and I do it slightly less often nowadays :) Thanks for the feedback :)
@BlueAnoli
@BlueAnoli 7 ай бұрын
How and where did you get those grey squares to map out the level before putting in the assets? :)
@Nonsensical2D
@Nonsensical2D 7 ай бұрын
Those are just really simple blocks that I made. Just make a canvas 32x32 or 64x64. then make the corners and edges of the pixel black (with 1 pixel depth), and fill it with grey. Nothing special, just useful to indicate how many blocks you have/need
@goofedhunter
@goofedhunter Жыл бұрын
I have a question if I were to make my assets(hollow knight style) in procreate, is it ideal to make all of them in a high resolution(2048x2048) then resize them to a smaller size if you want or do I make it to a specific size that you intend the asset to be, for example, like 512x512 for a character? Does high resolution sprite sheet(2048x2048) matter with memory consumption? I’m still having difficulty in understanding.
@Nonsensical2D
@Nonsensical2D Жыл бұрын
I tend to make them something like twice the size i need them for. so if the bush is going to look like 128x128, then i make it 256x256 and later export it at 128x128. you can probably go 4096 or even up to 8192 for sprite sheets without it causing any real issues depending on hardware and target platform, just as long as it makes sense (the sprite sheet is actually being used in its entirety) I think all modern platforms should handle 2048x2048, even mobile phones at this point, you just have to be aware with such sizes that you can't have too many of them, your game should probably be able to run on 2gb vram, so it could be worth checking the debugger how much you are using. But you also don't have to use a sprite sheet, a lot of this is about making a judgement call for what you think is best for your game, if you do something really wrong, you'll most likely notice it because either it will look really ugly and bad, or the game will lag or not run properly.
@goofedhunter
@goofedhunter Жыл бұрын
@@Nonsensical2D understood, now I’m getting the hang of it. Appreciate it!!
@goofedhunter
@goofedhunter Жыл бұрын
@@Nonsensical2Dow do you usually resize(reduce) the resolution of sprites or assets without losing too much quality. You mentioned about reducing the size of a bush from 256x256 then export to 128x128, how do I do that? Is it from the procreate itself or photoshop? I’ve made a sprite with a size of 512x512 and I want to reduce it to let’s say 256x256. My art type is line art like HK style and I created it on procreate. A response would be much appreciated =)
@Nonsensical2D
@Nonsensical2D Жыл бұрын
@@goofedhunter It depends a bit. if you use godot and i think unity as well, you can just limit the size in the import of the asset. so that the asset that you have will be 256, but godot will only import it at 128. But if I export it as smaller, then I resample the canvas, export it and then redo (cmd+z) so that I am back to the original size (its very important that you redo this step in procreate, since if you ever click away from the sprite you will forever be stuck with that downsampled version. technically you could do a duplicate if you want to be safe)
@goofedhunter
@goofedhunter Жыл бұрын
@@Nonsensical2D that make sense but quality drops a lot when you downscale even using the power of two. Hollow knight characters are very sharp, is it because they draw it at a high resolution like 1080x1080 and reduce the resolution? How can I lower the resolution without losing too much quality? Does it have to do with anti aliasing?
@ovi1326
@ovi1326 3 ай бұрын
about the draw calls thing - vulkan/dx12/metal/wgpu make draw calls cheap and there's no magic unloading and reloading textures like in opengl.
@ivana.medina3126
@ivana.medina3126 3 ай бұрын
Very nice video,...you should smile more tho.😁😁😁
@Shadowthevampire
@Shadowthevampire 21 күн бұрын
I forgot to ask what dpi do you recommend using when drawing?
@Nonsensical2D
@Nonsensical2D 21 күн бұрын
So I don't quite know if this question is related to game dev or general art, So I'll answer both. In game dev terms I don't think it is necessary to think in terms of DPI. DPI specifically refers to dots per inch, which is a term that can be important when printing your work (because you are trying to figure out how many pixels/dots you need to have for a specific physical size of your print). But when you are making a game you are trying to target a specific resolution screen, 720/1080/1440/4k etc. And the only thing that matters when drawing is that the pixel dimensions of your sprite matches how much space you want that asset to occupy on the screen (so if you want it to occupy 1/10 of the screen you want it to have the dimensions 108x192) If you are working in unity you have a term that is kind of similar to DPI called PPU that needs to be handled in order for the physics to work out properly (I think), but that is an engine specific thing that comes after you have finished drawing your sprite. If you want to understand how to set this scaling so that it works out well I recommend reading a unity blog post called "Choosing the resolution of your 2D art assets", it basically deals with this question quite well. So for game dev I don't really think DPI matters, but when it comes to prints or general art I think people make a bigger deal about it that is necessary. Generally people will regurgitate that you need 300 DPI, which I think is a printing standard in magazines. But if you are printing something yourself, I think you have to take into account what the viewing distance is. Since you are about half a meter away from a magazine, 300DPI makes sense, but if you are hanging a painting on the wall you can generally get away with 100-150 DPI without any issues since you are almost never seeing the painting from a distance closer than 2 meters anyway (so you can't make out the details anyway). Basically I tend to think of it in terms of matching what I think "looks good" given the context. But if you ask other people, they'll probably give you the 300DPI answer, it will ensure that it always looks sharp, but personally I think it can be overkill at times.
@Shadowthevampire
@Shadowthevampire 21 күн бұрын
@@Nonsensical2D I see! Thank you for the thorrow answer I really like getting detailed answers like this! I'm currently facing issues I have a 2K screen a 2560x1600 and I did what You siad with measuring the screen etc and I got the size of "200x200 or 256x256 for my main character but he still looks pixelated...not at all as crisp as your avatar. What am I doing wrong what am I not thinking about? All I want is doing crisp art assets :/
@mainmanmagellan3803
@mainmanmagellan3803 6 ай бұрын
What programs do u recommend for drawing with a noscreen tablet.
@Nonsensical2D
@Nonsensical2D 6 ай бұрын
I think Krita is a fairly good free software, I have on occasion preferred it over photoshop even. I generally use Affinity Photo (one time fee) on the computer nowadays (and aseprite for pixel art), but I don't really use it for game art, but if I were to draw game art using a screenless tablet it would probably personally be Krita or Affinity (most likely affinity).
@user-xu3di9zp6l
@user-xu3di9zp6l Жыл бұрын
Is there another way to lower your asset's resolution( from 512x512 to 256x256) and export it from procreate to your game engine instead of using photoshop?
@Nonsensical2D
@Nonsensical2D Жыл бұрын
One way to do it is to resample the canvas as half as big, then export it, then redo the resampling (to ensure you didn't minimize the image permanently), it's a bit cumbersome though. You can technically also only import the image into your engine as smaller, that way your image will still be 'high res' in file, but won't slow down performance, (i don't think this is good if you will never make use of the higher resolution though).
@Shadowthevampire
@Shadowthevampire 5 ай бұрын
I made a 1920x1080 canvas then i made a new project 32x32 to make the player when i copy pasted the 32x32 into the 1920x1080 it did not scale properly....it got way to small...what to do about this? Everywhere on the internet they say to make 8-16-32-64 for sprites and 1920x1090 for the canvas/gamewindow so what am I doing wrong..my player is microscopic....
@Nonsensical2D
@Nonsensical2D 5 ай бұрын
Are you using unity? Cause you have a measurement setting in unity, measured in units. And then you also have a pixels per unit setting. It is possible that your ppu or unit size of your character is really tiny. (Assuming you use unity)
@Shadowthevampire
@Shadowthevampire 5 ай бұрын
@@Nonsensical2D no I'm not. And I'm still only talking about procreate the game art looks not good within procreate.
@Nonsensical2D
@Nonsensical2D 5 ай бұрын
Ohh ok, i know what you mean then. I have no idea why it happens to be honest. I tend to try and work around it, but i also get the same issue with pasting
@Narque
@Narque 4 ай бұрын
if i am drawing all my assets mainly for 1080p screen sizes but someone views the game on a 4k monitor would be game look bad how to fix this issue
@God_of_Art
@God_of_Art 3 ай бұрын
Hi. Can you give any anvice how to minimaze the size of a 2D game with A LOT of unique PNG backgrounds?
@4videovideo
@4videovideo 2 ай бұрын
Is it possible to make hand drawn art that looks good on a 1080p screen and a 1440p screen without making 2 sets of assets?
@Nonsensical2D
@Nonsensical2D 2 ай бұрын
Ye I don't think it should be a problem. Just make the asset for 1440p and then you can scale it down in engine (with mipmaps or just normal lineart filtering import depending on your situation and game). Overall I don't expect any issues with artifacting to occur, just make Sure to scale down rather than up.
@4videovideo
@4videovideo 2 ай бұрын
@@Nonsensical2D I will try that! Thanks for the reply.
@akakamaz7382
@akakamaz7382 3 ай бұрын
cant i just make the engine scale it down and then bake the new image into a lower resolution image? like making it smoll and then taking a screenshot of it, losing the data that´s not useful
@Jono1982
@Jono1982 3 ай бұрын
how do you make assets based on the characters size?
@Nonsensical2D
@Nonsensical2D 3 ай бұрын
you can copy your character into the document where you have the asset. So if your character is 128x128 and you are creating a Tree asset, just place your character next to it in the drawing document. Since you have the character as a reference point you will see if the tree is too big or too small in relation to the character. If you keep doing this for basically all assets you will ensure that all assets look correct in relation to the character and subsequently to each other
@Volt-Eye.
@Volt-Eye. 2 ай бұрын
Ok,, i am going for 1280×720 resolution and my Highest target is 1080p. Can I draw my game in 720 and let it strech it to 1080 ?
@Nonsensical2D
@Nonsensical2D 2 ай бұрын
I mean you at that point you either have to upscale it or just let it be 720, it will still be playable on a 1080p or 4k monitor, since those resolutions scale evenly, but it'll probably look a bit blurry. (which might be fine if you target 720, it'll kind of be like playing a KZfaq video on 720p, a bit less sharp, but still works)
@Agony.
@Agony. Жыл бұрын
What engine would you recommend?
@Nonsensical2D
@Nonsensical2D Жыл бұрын
honestly it is going to depend a lot on your aspirations and preferences. if you want to work at a company in the future then unity/unreal is probably the way to go. If you are doing 2d, then unity/godot/gamemaker is probably easier. I don't think it is the end of the world switching so if you pick 'wrong' and try it out for a few months but don't like it, you will still have learned a lot of useful skills. I personally prefer godot significantly to unity, but I don't think unity is bad to work with and it definitely has its advantages. Godot is still in a bit of a hobbyist phase, and there hasn't been that many 'successful' games released with it yet.
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