Difference between revisions of "Create Art"

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== Getting Started ==
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Graphic artists working on artwork intended for mainline Wesnoth usually meet on the [http://forums.wesnoth.org/viewforum.php?f=9 Art Contributions forum] or on the [http://forums.wesnoth.org/viewforum.php?f=18 restricted Art Development forum] ("restricted" meaning that only those users with special permissions - such as art contributors and developers - can post there). The former is a great place to post and discuss new and current mainline Wesnoth art and graphics, and the latter to see what the art development team is working on. Artists working on graphics for [[WesnothAcronyms|UMC]] add-ons meet in the [http://forums.wesnoth.org/viewforum.php?f=23 Art Workshop forum].
  
=== General Information ===
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Unit and terrain art is stored in the lossless ''Portable Network Graphics'' (PNG) format. Each frame of a unit animation, and each variation of a terrain is stored as a separate .png file in ''data/core/images'' under the [[EditingWesnoth#Where_is_my_game_data_directory.3F|main data directory]] of the game, and generally these files will be 72 x 72 pixels (the size of Wesnoth's basic hexagonal tile) with an alpha channel (a part of the file that indicates how transparent each pixel is). When creating your own images, you can test them without overwriting any game data by putting them in your [[EditingWesnoth#Where_is_my_user_data_directory.3F|user data directory]]. The game also supports JPEG images, although these are better suited for story art.
 
 
Graphic artists working on artwork intended for mainline Wesnoth usually meet on the [http://www.wesnoth.org/forum/viewforum.php?f=9 Art Contributions forum] or on the [http://www.wesnoth.org/forum/viewforum.php?f=18 restricted Art Development forum] ('restricted' meaning that only those users with special permissions - such as art contributors and developers - can post there). The former is a great place to post and discuss new and current mainline Wesnoth art and graphics, and the latter to see what the art development team is working on. Artists working on graphics for [[WesnothAcronyms|UMC]] add-ons meet in the [http://forums.wesnoth.org/viewforum.php?f=23&sid=c34b1ad188e9e2ad9d7588b450fd4941 Art Workshop forum].
 
 
 
Unit and terrain art is stored in the portable network graphics (PNG) format. Each frame of a unit animation, and each variation of a terrain is stored as a separate .png file in the "images" subdirectory of Wesnoth, and generally these files will be 72 x 72 pixels (the size of Wesnoth's basic hexagonal tile) with an alpha channel (a part of the file that indicates how transparent each pixel is). When creating your own images, you can test them without overwriting any game data by putting them in your userdata directory (see [[EditingWesnoth]] for details on Wesnoth's directory structure). The game also supports JPEG images, though these are better suited for story art.
 
  
 
To edit these graphics, you'll need some program capable of creating PNGs - some of the programs in the following list are free, open-source software, and will do the job nicely: [[Art Programs]]
 
To edit these graphics, you'll need some program capable of creating PNGs - some of the programs in the following list are free, open-source software, and will do the job nicely: [[Art Programs]]
  
If you need some inspiration, we have a [[GraphicLibrary|Graphics Library]] which collects art posted on the forum. You can use this for ideas, and as a scrap heap for different parts of unit images (a technique described [[Give Your Hero A Personality|here]]).
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If you need some inspiration, we have a (no longer maintained) [[GraphicLibrary|Graphics Library]] which collects art posted on the forum. You can use this for ideas, and as a scrap heap for different parts of unit images (a technique described [[Give Your Hero A Personality|here]]).
 
 
=== Roadmap ===
 
A list of what's being done and what needs doing:
 
* '''[[Tiles Status]]''' - A roadmap/plan of sorts for future work on terrain tiles. '''(outdated)'''
 
* [http://www.wesnoth.org/forum/viewtopic.php?t=2014 A list] of current work that needs to be done with sprites. '''(outdated)'''
 
  
 
== Art Tutorials ==
 
== Art Tutorials ==

Revision as of 02:55, 12 January 2012

Graphic artists working on artwork intended for mainline Wesnoth usually meet on the Art Contributions forum or on the restricted Art Development forum ("restricted" meaning that only those users with special permissions - such as art contributors and developers - can post there). The former is a great place to post and discuss new and current mainline Wesnoth art and graphics, and the latter to see what the art development team is working on. Artists working on graphics for UMC add-ons meet in the Art Workshop forum.

Unit and terrain art is stored in the lossless Portable Network Graphics (PNG) format. Each frame of a unit animation, and each variation of a terrain is stored as a separate .png file in data/core/images under the main data directory of the game, and generally these files will be 72 x 72 pixels (the size of Wesnoth's basic hexagonal tile) with an alpha channel (a part of the file that indicates how transparent each pixel is). When creating your own images, you can test them without overwriting any game data by putting them in your user data directory. The game also supports JPEG images, although these are better suited for story art.

To edit these graphics, you'll need some program capable of creating PNGs - some of the programs in the following list are free, open-source software, and will do the job nicely: Art Programs

If you need some inspiration, we have a (no longer maintained) Graphics Library which collects art posted on the forum. You can use this for ideas, and as a scrap heap for different parts of unit images (a technique described here).

Art Tutorials

These are a work-in-progress, and describe both how to make art fit into Wesnoth's style, as well as giving some considerable tips on drawing in general. Especially useful is the External Tutorials page which lists a large number of art tutorials available on the web.

General Art and Computer Graphics

Terrain Graphics

The following is information specific to drawing terrain for Wesnoth. Read Frame's "Tiles Tutorial" for a good overview of how terrain graphics work.

These describe the system used to specify how terrains behave in game:

Sprite Art

The following are different tutorials about sprite work compiled by various Wesnoth sprite artists. These will give you the most specific-to-Wesnoth information about making sprites, and are well worth a read.

External Tutorials

The following page contains dozens of links to tutorials covering all manner of artwork, including sprite art. These were not made by Wesnoth artists, but should prove very useful for general instruction.

See Also