Difference between revisions of "Creating Unit Art"

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Here's the information needed to start doing units art for Wesnoth. Please update the wiki with links to examples and other tips and tricks realted to unit art. This page started from [http://www.wesnoth.org/forum/viewtopic.php?p=104809#104809 this forum thread].  
 
Here's the information needed to start doing units art for Wesnoth. Please update the wiki with links to examples and other tips and tricks realted to unit art. This page started from [http://www.wesnoth.org/forum/viewtopic.php?p=104809#104809 this forum thread].  
  
=== Basic unit image specifications ===
+
== The Medium ==
*Final format: transparent PNG, 72 x 72 pixels  
+
 
*the units should be contained in the hex (the white in the attached template)
+
The medium used to create unit art is known as 'pixel art'. If you do not understand what pixel art is, or if you have only a general understanding of what it is, I suggest reading [http://www.pixeljoint.com/forum/forum_posts.asp?TID=11299 The Pixel Art Tutorial] by Cure. It is a tutorial comprised of a series of sequential forum posts on the www.pixeljoint.com forum and gives an in-depth overview of pixel art, explaining in detail what pixel art is and what it is not. Using other mediums (such as brush art) to create unit art is fine if you are creating unit art for [[Glossary|UMC]] add-ons (although it is still strongly recommended that you use pixel art for the sake of consistency with mainline units), but only units drawn in pure pixel art will be accepted into mainline.
*Normal Units (humans and elves) are about 40px tall
+
 
*Small Units (dwarves and goblins) are a bit over 30px tall
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== Basic unit image specifications ==
*Tall Units (drakes and great trolls) are a bit under 50px tall
+
 
* note: standard unit heights are in flux
+
Wesnoth can only use two kinds of graphic files:  PNGs, or JPEGs.  JPEGs aren't suitable for unit images, because they can't store transparency data (and are lossy).  Because of this, we always use PNGs for unit images.
*Light comes from a specific direction (for shadings and highlights)  
+
*Final format: transparent PNG
*Unit must look in the lower right direction  
+
** Color depth should be 32-bit (8 bits per RGBA channel).  This may be listed for example as "PNG-32" or "8-bit RGBA".
 +
** Be aware that "Indexed color", "color map", or "PNG-8" is a different format.  Although it might work in a buggy way, we strongly recommend you not use these.
 +
*  Canvas size is 72 x 72 pixels (it can actually be slightly wider, and can fit in the area of a hex and its immediately surrounding tiles, but try not to do this if at all possible, because it has performance and graphical glitch issues).
 +
*All but exceptionally large units should be contained in the hex if possible - the white in the template shown at right: http://forums.wesnoth.org/download/file.php?id=4334&type=.png
 +
*Compare the size of your unit to the size of similar existing core units.
 +
*<div style="float:right; padding:1ex; margin:1ex; border: thin dotted; font-size:80%;">http://forums.wesnoth.org/download/file.php?id=60404&type=.png</div>For oversize units, there are limitations with respect to the terrain system and asthetics. Sprites that are much bigger than the hex tend to end up getting partially obscured by terrain in inconvenient places and look bad. If you want everything to be always visible or believably covered then the black area in the picture is safe. You can usually exceed this to the left and right without much trouble, but going down is problematic with the great tree and stands out. The gold hex represents the hex the unit is actually in. Also, making units too large will hide those behind it, so even though the appearance will be correct in the entire black area, you will want to leave more than half of each of the hexes outside the gold one visible so as not to make other units vanish. [http://forums.wesnoth.org/viewtopic.php?f=23&t=38203&p=546367#p546331]
 +
*Light comes from the artist's (''not'' the unit's!) upper right (for shading and highlights)  
 +
*Unit must look in the lower right (again, the artist's lower right, not the unit's) direction
 
*Units are centered horizontally  
 
*Units are centered horizontally  
*Units feets are positioned around 55 pixel from the top, lower for taller units  
+
*Unit's feet are positioned around 55 pixel down from the top edge of the canvas, lower for taller units if necessary
*Shadows at 60 opacity, black color.  
+
*Shadows at 60 opacity, using a specific dark blue color (see [[Creating_Shadows_Under_Units|Creating Shadows Under Units]]).  
*Outlines should be used, made with a darker, but similar colour to what they're surrounding, this makes the unit feel bigger then the amount of pixels you'd use for the same with a black outline.  
+
*Outlines should be used, made with a darker, but similar color to what they're surrounding, this makes the unit feel bigger then the amount of pixels you'd use for the same with a black outline. Note that pure black (RGB #000000) should ''never'' be used to outline a sprite.
*Use consistent names for your files, beginning with the unit name, so that they are kept together when browsing the files.
+
*Use consistent names for your files, beginning with the unit name, so that they are kept together when browsing the files. Try to imitate the naming scheme used for mainline units.
 
 
=== Unit animation specifications ===
 
*You can have as many frames for animations as you like. It depends on what you want to get accross
 
*Images and animations must be done for:
 
*normal image (1 frame)
 
*attack for each type (at least one frame - 2 is good)
 
*directional attacks (spear and ranged)
 
*defense
 
*death frame
 
*magical attacks should have 'special effects'
 
  
You can also have multiple defense animations (like the thief.)
+
== Unit animation specifications ==
Defense can be split into ranged and melee animations.
 
  
It is important that the unit moves its feet when doing a melee attack. During the attack the unit will move from its own hex to the hex it is attacking. If you don't have feet movement in your animation, the unit will be "sliding" toward it's target, which looks bad.
+
You can have as many frames for animations as you like, and in fact, for any given cue, you can have more than one animation, which will be randomly chosen by the game.  Images and animations must be done for:
 +
*base frame (1 frame)
 +
*attack for each type (at least 4 frames, about 6 frames is optimal depending on the type of attack and the weapon(s) involved)
 +
*directional attacks (generally are desired for any attack that's a straight motion, rather than a slash.  I.e. spears and thundersticks)
 +
*defense (usually 2 frames long not including the base frame, separate animations may be drawn for ranged and melee defense animations)
  
=== Additional Notes and examples ===
+
== Additional Notes ==
  
*Test early with different backgrounds. Go to your game terrain files, pick, say, 3 terrains, preferably with different colours, and have a look what they look like against the background, because that way if you have used alpha channels, it may look better in game than as the average standard sprite.  
+
*Test early with different backgrounds. Go to your game terrain files, pick, say, 3 terrains, preferably with different colors, and have a look what they look like against the background, because that way if you have used alpha channels, it may look better in game than as the average standard sprite.  
  
 
*Test your unit early in the game. Replacing an existing unit graphic with yours is the fastest way (be sure to make a copy of the originals so you don't lose them.)  
 
*Test your unit early in the game. Replacing an existing unit graphic with yours is the fastest way (be sure to make a copy of the originals so you don't lose them.)  
  
*If you are animating a horse, you should base it on this [http://www.wesnoth.org/forum/viewtopic.php?t=7592&sid=eb882602a04b48cf8fcce9ca77fbeae0 example of an horse animation]
+
*Test your unit next to mainline units in-game. This will help you ensure that your unit matches the style and proportions of the mainline units as closely as possible.
 
 
*The thief is a very good example of what can be done. It has basically all possible animations. It doesn't use the multidirectional ranged images, though, since it's not a ranged unit.
 
  
 
== See Also ==
 
== See Also ==
Line 46: Line 44:
 
* [[Create Art and Music]]
 
* [[Create Art and Music]]
 
* [[Art Tutorials]]
 
* [[Art Tutorials]]
 +
 +
[[Category: Art Tutorials]]

Latest revision as of 04:33, 25 February 2019

Here's the information needed to start doing units art for Wesnoth. Please update the wiki with links to examples and other tips and tricks realted to unit art. This page started from this forum thread.

The Medium

The medium used to create unit art is known as 'pixel art'. If you do not understand what pixel art is, or if you have only a general understanding of what it is, I suggest reading The Pixel Art Tutorial by Cure. It is a tutorial comprised of a series of sequential forum posts on the www.pixeljoint.com forum and gives an in-depth overview of pixel art, explaining in detail what pixel art is and what it is not. Using other mediums (such as brush art) to create unit art is fine if you are creating unit art for UMC add-ons (although it is still strongly recommended that you use pixel art for the sake of consistency with mainline units), but only units drawn in pure pixel art will be accepted into mainline.

Basic unit image specifications

Wesnoth can only use two kinds of graphic files: PNGs, or JPEGs. JPEGs aren't suitable for unit images, because they can't store transparency data (and are lossy). Because of this, we always use PNGs for unit images.

  • Final format: transparent PNG
    • Color depth should be 32-bit (8 bits per RGBA channel). This may be listed for example as "PNG-32" or "8-bit RGBA".
    • Be aware that "Indexed color", "color map", or "PNG-8" is a different format. Although it might work in a buggy way, we strongly recommend you not use these.
  • Canvas size is 72 x 72 pixels (it can actually be slightly wider, and can fit in the area of a hex and its immediately surrounding tiles, but try not to do this if at all possible, because it has performance and graphical glitch issues).
  • All but exceptionally large units should be contained in the hex if possible - the white in the template shown at right: file.php?id=4334&type=.png
  • Compare the size of your unit to the size of similar existing core units.
  • file.php?id=60404&type=.png
    For oversize units, there are limitations with respect to the terrain system and asthetics. Sprites that are much bigger than the hex tend to end up getting partially obscured by terrain in inconvenient places and look bad. If you want everything to be always visible or believably covered then the black area in the picture is safe. You can usually exceed this to the left and right without much trouble, but going down is problematic with the great tree and stands out. The gold hex represents the hex the unit is actually in. Also, making units too large will hide those behind it, so even though the appearance will be correct in the entire black area, you will want to leave more than half of each of the hexes outside the gold one visible so as not to make other units vanish. [1]
  • Light comes from the artist's (not the unit's!) upper right (for shading and highlights)
  • Unit must look in the lower right (again, the artist's lower right, not the unit's) direction
  • Units are centered horizontally
  • Unit's feet are positioned around 55 pixel down from the top edge of the canvas, lower for taller units if necessary
  • Shadows at 60 opacity, using a specific dark blue color (see Creating Shadows Under Units).
  • Outlines should be used, made with a darker, but similar color to what they're surrounding, this makes the unit feel bigger then the amount of pixels you'd use for the same with a black outline. Note that pure black (RGB #000000) should never be used to outline a sprite.
  • Use consistent names for your files, beginning with the unit name, so that they are kept together when browsing the files. Try to imitate the naming scheme used for mainline units.

Unit animation specifications

You can have as many frames for animations as you like, and in fact, for any given cue, you can have more than one animation, which will be randomly chosen by the game. Images and animations must be done for:

  • base frame (1 frame)
  • attack for each type (at least 4 frames, about 6 frames is optimal depending on the type of attack and the weapon(s) involved)
  • directional attacks (generally are desired for any attack that's a straight motion, rather than a slash. I.e. spears and thundersticks)
  • defense (usually 2 frames long not including the base frame, separate animations may be drawn for ranged and melee defense animations)

Additional Notes

  • Test early with different backgrounds. Go to your game terrain files, pick, say, 3 terrains, preferably with different colors, and have a look what they look like against the background, because that way if you have used alpha channels, it may look better in game than as the average standard sprite.
  • Test your unit early in the game. Replacing an existing unit graphic with yours is the fastest way (be sure to make a copy of the originals so you don't lose them.)
  • Test your unit next to mainline units in-game. This will help you ensure that your unit matches the style and proportions of the mainline units as closely as possible.

See Also

This page was last edited on 25 February 2019, at 04:33.