TripleA Logo TripleA Forum
    • TripleA Website
    • Categories
    • Recent
    • Popular
    • Users
    • Groups
    • Tags
    • Register
    • Login

    How to properly scale unit images with high and different resolutions?

    Scheduled Pinned Locked Moved Map Making
    12 Posts 3 Posters 1.8k Views 3 Watching
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • TorpedoAT Offline
      TorpedoA @Hepps
      last edited by

      @Hepps Thanks alot for the effort to show me step by step. Because that technique i never even imagined existed.

      HeppsH 1 Reply Last reply Reply Quote 1
      • HeppsH Offline
        Hepps Moderators @TorpedoA
        last edited by

        @TorpedoA No problem

        "A joyous heart sours with the burden of expectation"
        Hepster

        1 Reply Last reply Reply Quote 0
        • TorpedoAT Offline
          TorpedoA @Hepps
          last edited by

          @Hepps And after the rescale of the unit image itself by the layer thechnique you then go image -> change size, to downscale resolution right? If yes, which values you would aim for? 1600x1753 -> 52x52 (as example)? Because thats the only method that i was using till now, and would have used untill you told me a better solution.
          Or i am wrong here? Because those resolution numbers are so much larger then common ones throughout most games.
          I am quite noobish when it comes to unit images and resolutions.

          HeppsH 1 Reply Last reply Reply Quote 0
          • TorpedoAT Offline
            TorpedoA @Hepps
            last edited by

            @Hepps
            I feel like an idiot but, what is the better approach:
            To scale up to the biggest unit images oder down to the smallest ones? I guess it does matter?

            HeppsH 2 Replies Last reply Reply Quote 0
            • HeppsH Offline
              Hepps Moderators @TorpedoA
              last edited by Hepps

              @TorpedoA Doesn't matter. With the resolution you have it really isn't all that important.

              "A joyous heart sours with the burden of expectation"
              Hepster

              1 Reply Last reply Reply Quote 1
              • HeppsH Offline
                Hepps Moderators @TorpedoA
                last edited by

                @TorpedoA said in How to properly handle unit images with high and different resolutions?:

                @Hepps And after the rescale of the unit image itself by the layer thechnique you then go image -> change size, to downscale resolution right? If yes, which values you would aim for? 1600x1753 -> 52x52 (as example)? Because thats the only method that i was using till now, and would have used untill you told me a better solution.
                Or i am wrong here? Because those resolution numbers are so much larger then common ones throughout most games.
                I am quite noobish when it comes to unit images and resolutions.

                Yes after all your units are scaled to each other and layered... crop the canvas to capture the tallest unit. (Which in your images will likely be the Agathoergoi)

                ea23558a-e985-4076-9ff1-003d7440fc7a-image.png

                "A joyous heart sours with the burden of expectation"
                Hepster

                1 Reply Last reply Reply Quote 1
                • HeppsH Offline
                  Hepps Moderators @TorpedoA
                  last edited by

                  @TorpedoA Now you can resize everything to the finished unit size...

                  For your unit images I chose to do it by width since several of the unit images were very tall when you look at spears and bows...

                  Unit help.png

                  You can modify the individual images by shortening spears... shrinking the bow... so that all units become 52 x 52. Right now you will notice that they are 52 wide by 74 high because of the Agathoergoi and the Archer.

                  "A joyous heart sours with the burden of expectation"
                  Hepster

                  1 Reply Last reply Reply Quote 1
                  • HeppsH Offline
                    Hepps Moderators
                    last edited by

                    @TorpedoA From there I separate all the unit images into their own canvas and then add a layer behind and fill with a uniform colour. This simply lets me see the details of the shrunken unit clearly as I continue work... refining details, balancing out brightness or contrast... etc. That coloured layer will be deleted before you save your final version of the unit. (It is also nice because if you are working on a bunch and have to save because you are tired... have to go to work... eat.. make love... it is easy to identify which images are drafts with a coloured background and which are completed)

                    86dcaa04-b52b-4119-a46b-d97eafcead6a-image.png

                    "A joyous heart sours with the burden of expectation"
                    Hepster

                    HeppsH 1 Reply Last reply Reply Quote 1
                    • HeppsH Offline
                      Hepps Moderators @Hepps
                      last edited by

                      @TorpedoA Also be aware that several of your images have their feet cut off... so it is important to account for that when you do the initial rescaling...otherwise those units will look very different from the rest. You can easily draw in feet after the images are shrunk.

                      "A joyous heart sours with the burden of expectation"
                      Hepster

                      1 Reply Last reply Reply Quote 1
                      • C Offline
                        Cernel Moderators
                        last edited by

                        One does not simply take a very good looking "big" multi-coloured image and shrink it down to about 48 per 48 pixels to obtain a very good looking "small" image. The likely result is a bad looking image.

                        The way the eyesight works is that the colour from a point is decreasingly spread over nearby visual areas in our perceived image, so images using few pixels have each pixel dirtying with its colour all nearby pixels, whereas such effect is virtually irrelevant for big images.

                        1 Reply Last reply Reply Quote 0

                        Hello! It looks like you're interested in this conversation, but you don't have an account yet.

                        Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.

                        With your input, this post could be even better 💗

                        Register Login
                        • 1 / 1
                        • First post
                          Last post
                        Copyright © 2016-2018 TripleA-Devs | Powered by NodeBB Forums