Difference between revisions of "Create Art"

From The Battle for Wesnoth Wiki
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====Vector Art====
 
====Vector Art====
 
Sgt. Groovy's vector workshop - Tips and tricks for drawing with Inkscape.
 
Sgt. Groovy's vector workshop - Tips and tricks for drawing with Inkscape.
* [[Z-order tricks]] - A few methods for faking overlapping shapes.
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:* [[Z-order tricks]] - A few methods for faking overlapping shapes.
* [[Variable-width strokes]] - How to make the strokes vary in width, like being drawn with a flat-tipped pen — no tablet needed!
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:* [[Variable-width strokes]] - How to make the strokes vary in width, like being drawn with a flat-tipped pen — no tablet needed!
* [[Shaped gradients with Gaussian blur]] - How to make gradients in other shapes than linear or radial.
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:* [[Shaped gradients with Gaussian blur]] - How to make gradients in other shapes than linear or radial.
* [[Smooth shading in vector]] - The basic vector techniques for smooth shading, employing Gaussian blur and clipping/masking.
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:* [[Smooth shading in vector]] - The basic vector techniques for smooth shading, employing Gaussian blur and clipping/masking.
* [[Vector Inking]] - Vector techniques, including mouse-only, for inking your sketches.
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:* [[Vector Inking]] - Vector techniques, including mouse-only, for inking your sketches.
* [[Making portrait art in vector]] - A complete tutorial for making Wesnoth unit portraits in vector graphics.
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:* [[Making portrait art in vector]] - A complete tutorial for making Wesnoth unit portraits in vector graphics.
  
 
=== [[Terrain|Terrain Graphics]] ===
 
=== [[Terrain|Terrain Graphics]] ===
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* [[Creating a scratch built sprite]] - An attempt to show some ways creating a sprite from scratch.
 
* [[Creating a scratch built sprite]] - An attempt to show some ways creating a sprite from scratch.
 
====Animation====
 
====Animation====
* [[Basic Animation Tutorial]] - Or "How to Animate Sprites for Dummies," covering the basic theory, and all of the mistakes to avoid.
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:* [[Basic Animation Tutorial]] - Or "How to Animate Sprites for Dummies," covering the basic theory, and all of the mistakes to avoid.
* [[From Base Frame To Full Animation]] - A solid method of moving baseframes forward towards full animation.
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:* [[From Base Frame To Full Animation]] - A solid method of moving baseframes forward towards full animation.
* [[How to create motion blurs]] - A simple explanation on how to create attack animation weapon blurs.
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:* [[How to create motion blurs]] - A simple explanation on how to create attack animation weapon blurs.
* [[Making Bow Animations]] - The current standard for how we want bow animations to work.
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:* [[Making Bow Animations]] - The current standard for how we want bow animations to work.
* [[Fire Animation]] - A great guide to creating fire FX by rhyging5.
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:* [[Fire Animation]] - A great guide to creating fire FX by rhyging5.
  
  

Revision as of 21:31, 30 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

Vector Art

Sgt. Groovy's vector workshop - Tips and tricks for drawing with Inkscape.

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.

Animation


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