Better Programmer Art
(or how to fake it as a game artist)
Tip #6: Watch your Edges
Photoshop (and other paint programs) tries to helpfully blend everything together, giving you nice, smooth antialiased edges. Which is great, except when you want a crisp edge for your 1-bit alpha. Photoshop has ruined many a 3D tree-billboard and beautiful 2D sprite edge with it's overzealous edge mushing. Here's my workflow for making sprites into game-ready images. I should make this an action or a script, someday, but it's pretty simple: Step 1: Isolate the hi-res version on a transparent background
Step 2: Downsample to target resolutionHere's he's (just about) 64x64, still against a transparent background.
Step 3: Make a crispy edgeHere's how to get the edges right:
Step 4: Clean up the pixelsOnly now do you start messing with individual pixels. Your outline will probably be a little chunky, use the pencil tool to clean it up, and also add detail to the parts of the sprite that got a little blurred in the downsampling. Here, I just cleaned up the face, the tail, and the antennae. The point is the most time-consuming way to paint a sprite is one pixel at a time. So you want to put off on this step until as late as possible.
Done: The final enemy spriteHere's the final sprite at regular and 2x size. It's not perfect, and it's certainly not going to get me a job at Square or anything, but it turned out all right for programmer art.
Tip #7: Create VariationsYou might want twenty monsters or spaceships for your game. Great! But you only have so much time. If you create one or two monster-spaceships that you like, you can make variations of them. Change the color. Many of the creatures in "Diablo" were just other creatures with different colors. Same deal with Pac-Man. Or you can change the scale, cut and paste parts. Instead of a meatasaur, vegisaur and a monkisaur, create a whole genus of related meatsaurs with slighty different features. You can turn out five or ten variations in the time it takes to do one new creature.
With the hue/saturation tool, I made a red version of the and erased his antennae. Then I added wings to get a completely different enemy. An added bonus of this technique is that it will make all your enemies look stylisticly similar, so your levels look more consistent, almost as if you planned it that way. Tip #8: Avoid AnimationThe word "animation" comes from the ancient Sumerian "A'Nimaatii", which was a type of slave assigned to do a thankless, repetitive task such as rowing or turning a millstone. There is little more painful in game art than have to create not just one frame that looks good, but ten or twenty. So don't do it!
Tip #9: SkyboxenMaking a 3D game?Implementing a simple skybox is not very hard to do. But in terms of visual bang-for-the-buck, they can't be beat. The skybox does the important job of FILLING THE SCREEN WITH SOMETHING. I say "skybox" here but this could be any type of panoramic background, from a cube-mapped skybox, to a panoramic image on a sphere or hemisphere, to a simple background image for a 2Dish game. But where do I get a nice skybox image?
Also, keep in mind that the sky is the major light source for the outside world. This goes hand in hand with the "color palette" tip above. Use colors from the skybox when making your level and setting up your lighting. Of course, your game doesn't have to take place at sunset. Unless it's a racing game, I think there's some sort of law requiring that. A clear midday sky, a photoshopped alien landscape, whatever is most appropriate for the setting of your level. Tip #10: Bake in lightingThis works for a level or a character. It might not be "correct", especially when you mix it with runtime lighting, but it looks good. If you texture your level/character without overlapping anywhere, you can do this without writing an extra line of code by baking light and combining it directly into your color texture map, and if you take a bit of time to handle multiple UV sets you can get full-on lightmapping in your game.
In my 48 hour game, "Bugzapper", all the lighting on the structure is baked into the texture. In fact, I ran out of time to even paint the diffuse texture. The light direction is totally wrong with respect to the skybox, but most people won't notice that, anyways. Here's instructions on how to use Blender to bake. Maya and others have similar fuctions. Don't worry about
baking all the fancy amboccl/normal map stuff, if you're not writing a real game. Just bake EVERYTHING in ("aka full render bake")
to the base texture and then use no lighting or very simple lighting in your game. One word of warning, don't try to figure this out during a contest. Try it out beforehand to get the process down first, you can waste a lot of time figuring out how to do this, but once you have it, it can take 15-20 minutes during a contest and make a huge difference. Also, wait until you are sure you are final with your model's textures before doing this. You can't unbake, and you don't want to have to do this twice. Tip #11: Get a TabletEven if you have no aspirations to be a game artist, if you are doing any drawing on your computer at all, then you owe it to yourself to get a tablet. You don't need a big one or a fancy one, a 4x6 is fine. You can find used serial tablets on ebay super-cheap, and Wacom's new "Bamboo" looks very affordable. Drawing with a mouse is like drawing with a brick.When a lot of people I know first buy a tablet, they take a while to get used to it. Here's some tips to help make the most of a tablet
Also, in this day of touch-screen interfaces, having a tablet can be a cheap way to prototype touch-style gameplay (though without the multitouch). It's not exactly the same but it's a lot closer than using a mouse. Additional Resources |
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