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DSMK2 - Novice comes - Printable Version

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Pages: 1 2


RE: DSMK2 - Novice comes - Cobalt Blue - 06-04-2011

sure

dont AA it.


RE: DSMK2 - Novice comes - DSMK2 - 06-05-2011

(06-04-2011, 11:46 PM)Fuchikoma Wrote: sure

dont AA it.

Oof, this thing I'm concerned with (Sec Bot Patrol Car):
[Image: secVeh1.png]
Bottom front is extremely jagged, aiming for a smoother line there Tongue


RE: DSMK2 - Novice comes - Cobalt Blue - 06-05-2011

what you're doing right there is called banding.

give the spriting dictionary a read(its a sticky thread on this very forum) and you'll probably clear some concepts out of your head.


RE: DSMK2 - Novice comes - DSMK2 - 06-05-2011

Hrm, somewhat helped, but gotta practice on it, this is the product:
[Image: secVeh12.png]
The result for me didn't feel too stellar, kinda fuzzy :/ But the jaggedness is lessened.

For the robot, I guess I'll have to give it stronger shading, though I'll have to play with that.


RE: DSMK2 - Novice comes - Kitsu - 06-05-2011

Why are you anti-aliasing it with the background?

Unless you're using alpha channels (which I'm gonna guess you're not), anti-aliasing to the bg pretty much means that it will work on that bg only.


RE: DSMK2 - Novice comes - DSMK2 - 06-05-2011

(06-05-2011, 04:02 PM)Sploder Wrote: Why are you anti-aliasing it with the background?

Unless you're using alpha channels (which I'm gonna guess you're not), anti-aliasing to the bg pretty much means that it will work on that bg only.

So for the most part, leave the outlines alone? That should explain the don't AA earlier...


RE: DSMK2 - Novice comes - Cobalt Blue - 06-05-2011

these are pretty much straigh lines. if you REALLY feel it is imperative to AA them, use a single pixel. doubt you could ever need more than that for the AA to work properly