Fractal Softworks Forum

Starsector => Mods => Modding Resources => Topic started by: TheHappyFace on July 05, 2012, 03:03:45 AM

Title: A spriter's first toolbox
Post by: TheHappyFace on July 05, 2012, 03:03:45 AM
(http://i.imgur.com/GBRCB.png)

Ship sizes (thanks to Valkyrial) , There is also an extended list on page 8 by Thule.
Spoiler
Arkship ~ 1750 - 2500 pix
Titan ~ 750 - 1750 pix
Dreadnought ~ 650 - 750 pix
Mothership/Supercarrier ~ 550 - 650 pix
Battleship/Battlecruiser ~ 350 - 550 pix
Superheavy Cruiser/Heavy Cruiser ~ 300 - 350 pix
Superheavy Destroyer/Cruiser ~ 225 - 300 pix
Heavy Destroyer/Destroyer ~ 175 - 225 pix
Heavy Frigate/Heavy Gunship ~ 125 - 175 pix
Frigate/Gunship/Heavy Corvette ~ 75 - 125 pix
Corvette ~ 50 - 75 pix
Heavy Fighter/Bomber ~ 35 - 50 pix
Fighter/Interceptor ~ 20 - 35 pix
Heavy Drone/Drone ~ 5 - 20 pix
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Xenoargh's guide to speed painting
Spoiler
http://fractalsoftworks.com/forum/index.php?topic=6360.0
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TheHappyFace Ferrus guide
Spoiler
first my guide to drawing ferrus ships
(http://i.imgur.com/Wm7y8.png)
step 1: i start in a document where all other sprites from the faction are to take parts of them and to make sure the style says the same.
i also put the independed carrier in it because soldier wanted it had the same design.
step 2: making the basic design, mainly important so the ship doesnt seem "out of balance"
step 3: putting in some extra's mainly to fill the giant gaps in the ship so it doesnt look like some simple shapes.
step 4: setting the places for the mounts and engines if not allready done and placing some extra stuff in where needed.
step 5: giving everything a simple colour, also make sure lower and sloping spots are darker.
step 6(important step!): changing it from just a simple colour to one with shades and giving the outlines a different colour, something that resembles the colours nearby. in this step things will look rather fuzzy and too smooth.
step 7: placing stripes and other large details on the ship , in this style its mainly placing stripes and making parts look like plating.
step 8: adding extra details,in this case that were mainly adding some pipes and an extra mount.
step 9(most important of all!!!!!) uploading it and showing it to others to gain comments!

step 6 a little more detailed
(http://i.imgur.com/ND6GC.png)
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Sproginators guide when using BF
Spoiler
(http://i.imgur.com/weYSn.png)

1) Now startup BF ShipMaker, you will see something like this
(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-1.jpg)
2) Go to Tools->Group arrange. This will pop up screen like this
(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-2.jpg)
(http://i.imgur.com/weYSn.png)
(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-4.jpg)
(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-5.jpg)
(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-6.jpg)
(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-7.jpg)

Go to Tools->Save sprites ini. This will save our current sprite config. I recommend you to to use different sprite configs for different ships\ships series to not discontinue its "style".

6) Now we want to a screenshot of our ship. But this pesky grid is no good for us, so go to tools->Change Background, and use earlier created bitmap where White bears In White Antarctica field in White snowfall chase Pale white Antarctica scientists in all White. Or just just fill some random bmp with white colour. Now its perfectly fine for us and we can screenshot it. Press F11. Press F9 and drag over your ship, to choose what needed to be screenshoted.

(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-8.jpg)

Also you can use this Change Background feature to load some ships picture to background and use it as silhouette for creating your ship.

7) Now go to \Battleships Forever\SMScreenshots\ where your screenshot is saved, and open it for example in Adobe Photoshop.
(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-9.jpg)
First of all rotate whole image 90* CCW and after use "magic wand" tool to select whole white trash pixels, that we dont need. Inverse selection, so only our precious ship was selected and copy it.
(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-11.jpg)
Create new file, which will be sized right for our copied ship, insert our ship and than delete "background" layer. Now you are free to edit as you want, ambient occlusion, radial blue, all this jazz. You want it you do it, i dont. Now save it as PNG. We got our basic sprite of ship.

(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-10.jpg)

But Starfarer is counting every pixel for designate how big ship is, and we have to change our ships image size accordingly to size of ship in game. I will use table of sizes from    
Fight For Universe: Sector Xplo http://fractalsoftworks.com/forum/index.php?topic=2091.0 (http://fractalsoftworks.com/forum/index.php?topic=2091.0) topic:

1 pixel = 1 meter.
* Fighter, approximate long axis is 10~15 meters.
* Bomber, approximate long axis is 20~30 meters.
* Gunship, approximate long axis is 35~50 meters.
* Corvette, approximate long axis is 55~90 meters.
* Frigate, approximate long axis is 100~160 meters.
* Destroyer, approximate long axis is 180~230 meters.
* Cruiser, approximate long axis is 240~340 meters.
* Battlecruiser, approximate long axis is 360~540 meters.
* Battleship, approximate long axis is 560~960 meters.
* Dreadnought, approximate long axis is 1,080~1,860 meters.
* Mothership, approximate long axis is 2,200~5,200 meters.
* Titan, approximate long axis is 8,000~16,000 meters.
* Flagship, approximate long axis is 86,000~126,000 meters.
* Arkship, approximate long axis is 2,240,000~8,860,000 meters.


So with help of your graphical redactor tools, resize your ships images height to an needed size, and voila we have our handmade ship sprite!
If you don't have photoshop, DON'T PANIC! Paint.net is a great piece of free software that allows you to easily and effectively edit your own sprites with some of the features photoshop has
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Kriieiters guide to draw fleshy looking infestations on sprites
Spoiler
Note that this is all done in PS and I'm not sure if GIMP has access to anything like Plastic Wrap (but you can always do the highlighting that it does by hand).

Step 1:  I just use the magic selection tool to get rid of all the blue background.  Next I duplicate the layer and set the top one to "Darken" as its mode.  Here, I turn off the visibility on the top layer so I can see what I'm doing with the coloring of the base layer.  Then we go to Hue/Saturation and colorize the base layer.
(http://img845.imageshack.us/img845/8732/necotut1.png)

Step 2:  Here I go into the filters and play around with the Plastic Wrap feature until I get some highlights I like.
(http://img821.imageshack.us/img821/5225/necotut2.png)

Step 3:  Next I go to Filters>Render>Lighting Effects and play around with those settings until I get some good dark highlights.  I like to put the texture on "Blue" as it seems to drag out the best highlights on the color I use for the base.
(http://img35.imageshack.us/img35/7641/necotut3.png)
And we end up with it like this, and that's it for the base part.  Next we move onto the top layer.
(http://img824.imageshack.us/img824/4814/necotut35.png)

Step 4:  First we enable vision on the top layer so we can see what we're doing to it.  After that, we go to Image>Adjustments>Brightness/Contrast and I adjust it so that it's a bit lighter (this is so it only highlights our next color in a few areas) and add a bit more contrast.
(http://img838.imageshack.us/img838/843/necotut4.png)

Step 5:  And once again we go to Hue/Saturation and choose our color.  You can adjust the brightness to decide how much of the color we want to show through onto the base layer, and the saturation for how dark it will be.  And we're almost finished!
(http://img844.imageshack.us/img844/113/necotut5.png)

Step 6:  In this step we start by merging our first two layers together, and then duplicating the single layer that results.  After that we take the bottom layer and scale it up a bit so that it sticks out from under the top layer a bit.
(http://img209.imageshack.us/img209/8400/necotut6.png)

Step 7:  Now we add a very small Gaussian Blur (any type will really do here) ,and we're pretty much done!
(http://img10.imageshack.us/img10/3752/necotut7.png)

And here's an example of a finished ship that I used these techniques on.
(http://img585.imageshack.us/img585/1883/postnecroship.png)
A few other things I do:  I usually bring up the ship first, and do all these steps while the bio-part is sitting atop the ship.  I grab one that I think will fit nicely on the ship and get it into its relative final position before I start.
After I get a couple pieces on I usually take the eraser tool and blend them together at the "seams" where they intersect to make it flow better.  I tend to save the last step (the blur) until I have every piece laid onto the ship, and then make a copy of the entire biomass and blur it all at once.  After that I go in and clean up any edges I don't like, add more blur layers (if I feel the one wasn't enough), and add darker highlights where I deem necessary.
 
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Erick Doe's depth guide
Spoiler
(http://i.imgur.com/oevZf.png)
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Medonca's guides for spriting
Spoiler
STEP 1, OUTLINE:

(http://www.zen102301.zen.co.uk/starfarer/KRAKENOUTLINE.png)

STEP 2, COLOUR:

(http://www.zen102301.zen.co.uk/starfarer/KRAKENCOLOUR.png)

STEP 3, TEXTURE:

(http://www.zen102301.zen.co.uk/starfarer/KRAKENTEXTURE.png)

STEP 4, ALL TOGETHER:

(http://www.zen102301.zen.co.uk/starfarer/KRAKEN123.png)

Basic process is to have the outline on the background layer, have the colour on a multiply layer above the outline, and have the texture on an 'overlay' layer on the topmost. All the textures are selected from various contiguous areas from David's original art (and some of my stuff as well).

This is as per the Paint.net terminology.

From there I would work on an extra detail layer, add some specular highlights by hand (maybe a low opacity layer, drawing with white) and some shadows to 'finish it off', but you can get to this stage fairly quickly. Also, once the layers have all been flattened and you are happy with the sprite generally, you might want to do some touching up on a pixel by pixel basis.

examples
Spoiler
CONCEPT
(http://www.zen102301.zen.co.uk/images/boxer_destroyer.PNG)

DRAW
(http://www.zen102301.zen.co.uk/images/boxer_full_size.png)
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Warstalker's Guide for drawing sprites from scratch
Spoiler
(http://i.imgur.com/4krgr.png)
[close]

psiyon's guide for changing 3D models into 2D sprites
Spoiler
This tutorial is for those of you who want to get your 3D models into Starfarer (Or any other 2D game). The software I use is 3ds Max for rendering, and Photoshop for post-processing the completed renders. You can render your ships out in other software, like Blender, and you can also use other image editing programs besides Photoshop. This tutorial is focused on these two pieces of software, however, the concepts would apply to any other program.

Part one (video): http://www.youtube.com/watch?v=H0WVhI7BgKs

Render scene file: http://www.mediafire.com/?e0qx48x48pck7kf

(Alex, any chance of a forum update so we can embed youtube videos into posts? It would make things a bit more convenient.)

Part 2:

I tried a video version of this, but in the end, it would have just wound up being way too long and drawn out. A text and picture version will work better and allow you to work at your own pace, instead of pausing every five seconds to see what I'm doing.

I'll be using a different render than the one I used in the video, because I made that one when doing the ill-fated video version.
(Here's how it turned out, if you're curious:
(http://img856.imageshack.us/img856/7310/telanitan.png)
)

Let's begin.

First, start by making a new document, and copying both the render and its Ambient Occlusion pass into it, each as a separate layer.

Because the ship we're making is symmetrical in shape, we're going to make sure it's symmetrical in every other aspect as well. Select half of the ship, from right down the middle.

(http://img857.imageshack.us/img857/6210/71514226.jpg)

Copy and paste that halved segment of the ship. It should now appear on a new layer. Go back to your base layer, and select the other half of the ship. Delete it. Now, you'll be left with two halves of the same ship, each on a different layer. Select one of the layers, and transform them horizontally. (Edit>Transform>Flip Horizontal). Align the two halves so they fit together.

(http://img832.imageshack.us/img832/9254/97550120.jpg)

Finally, merge the two layers into one.

Then, repeat those steps for the ambient occlusion pass. Make sure that it fits over the base layer nicely before merging. Once done, set the AO layer mode to Multiply.

(http://img843.imageshack.us/img843/7613/45546855.jpg)

Now that we're set up, we can start doing the editing that matters. Duplicate the base layer, and then go to filter>sharpen>sharpen. The filter might be a little powerful, so adjust the new layer's opacity as needed.

(http://img831.imageshack.us/img831/3356/94276291.jpg)

Duplicate the base layer again, and move it underneath the Sharpen Layer. Go to Image>Adjustments>Brightness/Contrast. In this case, I'm actually going to decrease the contrast, however, in most cases, you'll find that increasing it will look better. It all depends on what render settings you used, as well as the model's texture. Make sure the contrast layer's opacity is left at 100%, as it will soon become our base layer.

(http://img269.imageshack.us/img269/3921/46606810.jpg)

Next, I'll duplicate the base layer one last time, and move the new layer above the Sharpen layer. On our new layer, we'll go to filter>filter gallery, and then under brush strokes, choose the Accented Edges filter. Set all properties to the lowest they go.

(http://img716.imageshack.us/img716/4359/97253932.jpg)

(http://i.imgur.com/b61D7.png)

(http://img221.imageshack.us/img221/3003/26592272n.jpg)

As you can see in the picture, the right side looks more uniform than the other side. While it might not necessarily look better, it provides a good foundation for our next step: detailing.

Create a new layer, and set its mode to multiply. At this point, we stop preparing the ship for making it look good--here, we actually make it look like a sprite. Set the brush width to 1px (still using the pencil tool), and select shades of grey--usually a shade right in the middle of black and white works well for this. It depends on how much you want your ship to "pop". If your detailing is too dark, the ship will look silly, and if it's too light, then it will also look silly. Experiment to see what works best.

When it comes to detailing, I find that outlining distinct parts of the ship is a good place to begin.

(http://img685.imageshack.us/img685/2471/87658256.jpg)

Again, you only need to work on one half of the ship, we can duplicate and flip it later.

The next step is to add smaller details--like hull plating, little dots and squares, etc.

(http://img585.imageshack.us/img585/2589/19562140.jpg)

Finally, if you're satisfied with the result, we duplicate both the paint-over and detail layer. Flip the copies horizontally, and align them properly.

(http://img684.imageshack.us/img684/5891/16676723.jpg)


The last step is adding lights, if you want them. Create a new layer, and set its mode to linear dodge. Move it above the ambient occlusion layer. Choose a color that you want your lights to be, and add them wherever you want.

When you're done, duplicate that layer, set its mode to normal, and put it underneath the light layer. Go to filter>blur>Gaussian blur, and set the radius to about 0.5. Hit OK.

(http://img840.imageshack.us/img840/6021/64622142.png)


Do any last-minute touch-ups you need, and then you're done! Export it as a .png file with a transparent background.


(http://img23.imageshack.us/img23/2311/scug.png)



I hope you found this tutorial helpful. And, an offer: if anyone wants their model rendered off by me, don't hesitate to ask. As long as I don't get swamped with requests (which I doubt will happen) I'd be happy to render a ship here and there. I won't, however, do all the post work. That's your job :P
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Avans way of colouring sprite
Spoiler
Sure, I actually saved my file in a manner that would allow me to step-by-step show progress, and explain what I was doing in each layer.

Its very layer intensive, but I made that frigate in about half an hour. I'm using paint.net, which is free, and I actually don't recall using any of my plugins (well, none that were vital, you could still use the stock versions of them.) so that simplifies things.

I am using a tablet for this however; it /vastly/ simplifies the artistic process I find.

First I make a basic outline using a low-alpha pencil tool:
(https://dl.dropbox.com/u/3061400/starfarer/Tutorial/Amanita_Turorial_Step1.png)

Next I use a 50% tolerance 'wand selection', and select the regions that are 'not part of the ship'. I copy this blank area. I then take a solid 'base color' I want to use for the ship, and then create a layer under my line-art and use the paint bucket to dump it all in. I then paste the 'not part of the ship' area I copied onto this layer, and then hit delete on that selected region, which leaves only the region under the ship colored:
(https://dl.dropbox.com/u/3061400/starfarer/Tutorial/Amanita_Turorial_Step2.png)

Next, I then take a low-alpha pencil tool again and begin painting on the top layer by layer: (each layer is a different color) - Note that I put all the drawn color layers /on top/ of the line art; this allows me to 'soften' it as I go, removing the hard black lines that I initially had.
(https://dl.dropbox.com/u/3061400/starfarer/Tutorial/Amanita_Turorial_Step3.png)
(https://dl.dropbox.com/u/3061400/starfarer/Tutorial/Amanita_Turorial_Step4.png)
(https://dl.dropbox.com/u/3061400/starfarer/Tutorial/Amanita_Turorial_Step5.png)
(https://dl.dropbox.com/u/3061400/starfarer/Tutorial/Amanita_Turorial_Step6.png)
(https://dl.dropbox.com/u/3061400/starfarer/Tutorial/Amanita_Turorial_Step7.png)
(https://dl.dropbox.com/u/3061400/starfarer/Tutorial/Amanita_Turorial_Step8.png)

I then collapse and mirror these layers to then cover the whole ship.
(https://dl.dropbox.com/u/3061400/starfarer/Tutorial/Amanita_Turorial_Step9.png)

However, I felt that the lines were still to harsh, so I then duplicated my still transparent color layer to get this:
(https://dl.dropbox.com/u/3061400/starfarer/Tutorial/Amanita_Turorial_Step10.png)

Now, I take that upper layer, and mess around with that layer's alpha, its saturation and its lightness (and maybe even hue if you wanted to. This may have... hideous results though, but minor changes in the slider can often produce nice effects) until I achieve an effect that I like:
(https://dl.dropbox.com/u/3061400/starfarer/Tutorial/Amanita_Turorial_Step11.png)

The final step is to add on all the hardpoint and turret slots (the only kitbashing required), like this:
(https://dl.dropbox.com/u/3061400/starfarer/Tutorial/Amanita_Turorial_Step12.png)
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TheHappyFace's light and shadow guide
Spoiler
(http://i.imgur.com/usfrl.png)
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 send in your tips and tricks for all other spriters to see
Spoiler
- While making a concept make sure you think in 3D this will in the end make your ships more appealing and interresting.
- if you draw out the base of your sprite and figure out the places of the engines try to make it look balanced. I mean it should look like it would actually look like it will go forwards when the engines are online.
[close]
 

psiyon's weapon modding guide (http://www.youtube.com/watch?v=mA-Qpk8FNnM)

usefull links:
Spoiler
Psiyon's free stuff
http://fractalsoftworks.com/forum/index.php?topic=347.0
spiral arms free stuff
http://fractalsoftworks.com/forum/index.php?topic=1131.0
[close]
Title: Re: Guides to drawing all kinds of sprites (please spriters come and help make them)
Post by: Sproginator on July 05, 2012, 04:14:48 AM
Spriting:
Spoiler
Now, spriting(Drawing ships or weapons mainly) can be as simple or as complex as you like, it just depends on;
A) The tools you use
B) The complexity of the ship/weapon you wish to make
C) How many you want to make

Many people of the community(As far as I am aware), Do one of two things.
They either use the Battleships Forever ship editor to help create detailed or simple designs(Depending on the amount of time you wish to spend working on it) Or they "Kitbash" various different parts for individual ships together in order to make a whole new ship. Personally, I'd start off with the ship editor first, its more user friendly(That i have found).
This can be found here and is included with the game:
http://www.wyrdysm.com/games.php
It is free, so no worries there!
I recommend you download and install some "parts packs" though, as it helps make your ships more complex and eye-appealing. A good one that contains a large amount from the forums is this one:
http://www.wyrdysm.com/phpBB3/viewtopic.php?f=23&t=5764
It's easy to install and very good to use.

1) Now startup BF ShipMaker, you will see something like this
(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-1.jpg)
2) Go to Tools->Group arrange. This will pop up screen like this
(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-2.jpg)
As you see there is 4 group of parts, to switch between them you have to press ~ and use 1\2\3\4 keys for every group respectfully. But mine work flow goes around arranging needed parts in first group, and using rest three as storage for possibly usefull parts. So initially drag and drop all not used parts in first group to fourth group, just because they look bogus and we can use it only for getting some silhouette.
3) Look closely for sets of parts that you downloaded, and choose which one you like and will use in your ship. After this just drag and drop them from folder to a groups 2-4 in Ship Maker. There is pretty much unlimited storage, but it can become really complicated to orient in them if there is too much parts, as it shows only in rows by 3, and to scroll it up and down you have to use only mouses scroll wheel, which is pain in the ass.
You can multiply select parts in groups, by using Shift+click between two parts, to select everything in between. And to delete the parts that you dont need\dont like, select them\it and press delete. To move multyple parts between groups, select and just drag and drop them in different group.
4) Now drag and drop ,parts from 2-4 groups, that you gonna use in your ship to first group. Close Group Arrange window by pressing Esc, and lets start constructing our ship.
5) Now press Z to open your groups parts scroll window at side of your screen, now as you click part, its instantly goes for constructing, look for a place where you want it and using J I K L and Shift+ J I K L, position it as you want, and click to place it.
Now choose colour for it from palette to the left. First three colours will transfer their parameters to a parts which coloured by them even if you change it, so use them to define base colours of your ship. Rest 9 colours will just colour part in to their colour but not change it if you change palettes colour. To change colour right click over colour.
Now press M to mirror your part. It will mirror every unic part, so if your building non symmetric ship, dont use it.
And use A and Q keys to define "Depth" of part. Depth goes from 1 to N, where N is number of used parts and define order of parts. So part with Depth of 4 will show over parts with depth 5+ but will be under parts with depth 1 2 3.
Depth designated by parenting. Core of ship is always 0 depth, and will be UNDER every further parts. Next part will be 1 and 2 depth after mirroring, but we probably will need some depth storage for possible artistic parts over our "core" so instantly make em 5 and 6 depth. Now choose one of our first parts and place new part, it will be depth 3 because Depth 1 and 2 are taken by her parenting and mirrored parts.

And this way we build our ship little by little.
(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-4.jpg)
(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-5.jpg)
(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-6.jpg)
(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-7.jpg)

Go to Tools->Save sprites ini. This will save our current sprite config. I recommend you to to use different sprite configs for different ships\ships series to not discontinue its "style".

6) Now we want to a screenshot of our ship. But this pesky grid is no good for us, so go to tools->Change Background, and use earlier created bitmap where White bears In White Antarctica field in White snowfall chase Pale white Antarctica scientists in all White. Or just just fill some random bmp with white colour. Now its perfectly fine for us and we can screenshot it. Press F11. Press F9 and drag over your ship, to choose what needed to be screenshoted.

(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-8.jpg)

Also you can use this Change Background feature to load some ships picture to background and use it as silhouette for creating your ship.

7) Now go to \Battleships Forever\SMScreenshots\ where your screenshot is saved, and open it for example in Adobe Photoshop.
(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-9.jpg)
First of all rotate whole image 90* CCW and after use "magic wand" tool to select whole white trash pixels, that we dont need. Inverse selection, so only our precious ship was selected and copy it.
(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-11.jpg)
Create new file, which will be sized right for our copied ship, insert our ship and than delete "background" layer. Now you are free to edit as you want, ambient occlusion, radial blue, all this jazz. You want it you do it, i dont. Now save it as PNG. We got our basic sprite of ship.

(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-10.jpg)

But Starfarer is counting every pixel for designate how big ship is, and we have to change our ships image size accordingly to size of ship in game. I will use table of sizes from    
Fight For Universe: Sector Xplo http://fractalsoftworks.com/forum/index.php?topic=2091.0 (http://fractalsoftworks.com/forum/index.php?topic=2091.0) topic:

1 pixel = 1 meter.
* Fighter, approximate long axis is 10~15 meters.
* Bomber, approximate long axis is 20~30 meters.
* Gunship, approximate long axis is 35~50 meters.
* Corvette, approximate long axis is 55~90 meters.
* Frigate, approximate long axis is 100~160 meters.
* Destroyer, approximate long axis is 180~230 meters.
* Cruiser, approximate long axis is 240~340 meters.
* Battlecruiser, approximate long axis is 360~540 meters.
* Battleship, approximate long axis is 560~960 meters.
* Dreadnought, approximate long axis is 1,080~1,860 meters.
* Mothership, approximate long axis is 2,200~5,200 meters.
* Titan, approximate long axis is 8,000~16,000 meters.
* Flagship, approximate long axis is 86,000~126,000 meters.
* Arkship, approximate long axis is 2,240,000~8,860,000 meters.


So with help of your graphical redactor tools, resize your ships images height to an needed size, and voila we have our handmade ship sprite!
If you don't have photoshop, DON'T PANIC! Paint.net is a great piece of free software that allows you to easily and effectively edit your own sprites with some of the features photoshop has
[close]

Taken from my noobs guide to modding starfarer
Title: Re: Guides to drawing all kinds of sprites (please spriters come and help make them)
Post by: KriiEiter on July 05, 2012, 11:58:38 AM
This is a repost of my guide for making "fleshy" looking parts.
Here's the sprites I use if you want those.  

http://www.mediafire.com/?0yi628u196284vu

Note that this is all done in PS and I'm not sure if GIMP has access to anything like Plastic Wrap (but you can always do the highlighting that it does by hand).

Spoiler
Step 1:  I just use the magic selection tool to get rid of all the blue background.  Next I duplicate the layer and set the top one to "Darken" as its mode.  Here, I turn off the visibility on the top layer so I can see what I'm doing with the coloring of the base layer.  Then we go to Hue/Saturation and colorize the base layer.
(http://img845.imageshack.us/img845/8732/necotut1.png)

Step 2:  Here I go into the filters and play around with the Plastic Wrap feature until I get some highlights I like.
(http://img821.imageshack.us/img821/5225/necotut2.png)

Step 3:  Next I go to Filters>Render>Lighting Effects and play around with those settings until I get some good dark highlights.  I like to put the texture on "Blue" as it seems to drag out the best highlights on the color I use for the base.
(http://img35.imageshack.us/img35/7641/necotut3.png)
And we end up with it like this, and that's it for the base part.  Next we move onto the top layer.
(http://img824.imageshack.us/img824/4814/necotut35.png)

Step 4:  First we enable vision on the top layer so we can see what we're doing to it.  After that, we go to Image>Adjustments>Brightness/Contrast and I adjust it so that it's a bit lighter (this is so it only highlights our next color in a few areas) and add a bit more contrast.
(http://img838.imageshack.us/img838/843/necotut4.png)

Step 5:  And once again we go to Hue/Saturation and choose our color.  You can adjust the brightness to decide how much of the color we want to show through onto the base layer, and the saturation for how dark it will be.  And we're almost finished!
(http://img844.imageshack.us/img844/113/necotut5.png)

Step 6:  In this step we start by merging our first two layers together, and then duplicating the single layer that results.  After that we take the bottom layer and scale it up a bit so that it sticks out from under the top layer a bit.
(http://img209.imageshack.us/img209/8400/necotut6.png)

Step 7:  Now we add a very small Gaussian Blur (any type will really do here) ,and we're pretty much done!
(http://img10.imageshack.us/img10/3752/necotut7.png)

And here's an example of a finished ship that I used these techniques on.
(http://img585.imageshack.us/img585/1883/postnecroship.png)
A few other things I do:  I usually bring up the ship first, and do all these steps while the bio-part is sitting atop the ship.  I grab one that I think will fit nicely on the ship and get it into its relative final position before I start.  
[close]

After I get a couple pieces on I usually take the eraser tool and blend them together at the "seams" where they intersect to make it flow better.  I tend to save the last step (the blur) until I have every piece laid onto the ship, and then make a copy of the entire biomass and blur it all at once.  After that I go in and clean up any edges I don't like, add more blur layers (if I feel the one wasn't enough), and add darker highlights where I deem necessary.
Title: Re: Guides to drawing all kinds of sprites (please spriters come and help make them)
Post by: Starlight on July 05, 2012, 12:22:25 PM
Whilst I don't feel like any kind of spriting authority, I'm certainly willing to pitch in a few tips for the topic. 

I use Gimp almost exclusively, by the by.  My simplest advice is;  Path tool, Airbrush, Layers Layers Layers.

I always start with the Paths tool.  Freehand is great for some things, but with spaceships and spaceship components, you more often tend to need precise lines with carefully applied transparency.  The Path tool lays simple vectors which you then commit to raster form with the 'Stroke Lines' button (being sure to set it to 1 pixel wid unless it's appropriate to do elsewise.)  This is great for hull lines, but there's a lot you can do with it besides, particularly as GIMP keeps a memory of all Paths used (another good reason to keep a copy of the .xcf file.)  Try using multiple shades of grey on seperate layers with slightly altered paths and a view to adding filters, for example - it's a great way to build up complex looking equipment with a small number of pixels once you've got the knack. 

Layers are very important for making your life easier.  Keep everything seperate until you need to combine it.  If you need to post-process the image as a whole and you can't do it as an overlay layer, do it to the .png not the .xcf (and keep a note of what you did.  Alternatively, copy the png for an overlay layer.)  Also important - making your hull lines a transparent layer.  I'm still kicking myself for poorly blended lines that there's no easy way to deal with.  Always remember that transparency is your friend and you can always make another layer and try something else.  Layers give you room to manuever. 

Finally on texturing, the magic wand tool is temptingly easy but it wont give you the best results usually.  Your best friend is the lasso tool.  One click at a time, it takes longer, but it's worth the precision - particularly as when you're texturing you want to outline the outside of the lined area.  Then you want to make three layers underneath your lines.  Use the lasso'd area to create a bucket-filled undercoat for opacity and then you want at least two layers of textured and shaded airbrushing on top. 

Hope this helps someone. z: )
Title: Re: Guides to drawing all kinds of sprites (please spriters come and help make them)
Post by: Archduke Astro on July 05, 2012, 01:06:41 PM
@TheHappyFace: Splendid idea for a thread. Thanks to you and everyone else who's contributing their guides to this "toolbox".
Title: Re: Guides to drawing all kinds of sprites (please spriters come and help make them)
Post by: Pelly on July 05, 2012, 02:16:58 PM
Spriting:
Spoiler
Now, spriting(Drawing ships or weapons mainly) can be as simple or as complex as you like, it just depends on;
A) The tools you use
B) The complexity of the ship/weapon you wish to make
C) How many you want to make

Many people of the community(As far as I am aware), Do one of two things.
They either use the Battleships Forever ship editor to help create detailed or simple designs(Depending on the amount of time you wish to spend working on it) Or they "Kitbash" various different parts for individual ships together in order to make a whole new ship. Personally, I'd start off with the ship editor first, its more user friendly(That i have found).
This can be found here and is included with the game:
http://www.wyrdysm.com/games.php
It is free, so no worries there!
I recommend you download and install some "parts packs" though, as it helps make your ships more complex and eye-appealing. A good one that contains a large amount from the forums is this one:
http://www.wyrdysm.com/phpBB3/viewtopic.php?f=23&t=5764
It's easy to install and very good to use.

1) Now startup BF ShipMaker, you will see something like this
(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-1.jpg)
2) Go to Tools->Group arrange. This will pop up screen like this
(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-2.jpg)
As you see there is 4 group of parts, to switch between them you have to press ~ and use 1\2\3\4 keys for every group respectfully. But mine work flow goes around arranging needed parts in first group, and using rest three as storage for possibly usefull parts. So initially drag and drop all not used parts in first group to fourth group, just because they look bogus and we can use it only for getting some silhouette.
3) Look closely for sets of parts that you downloaded, and choose which one you like and will use in your ship. After this just drag and drop them from folder to a groups 2-4 in Ship Maker. There is pretty much unlimited storage, but it can become really complicated to orient in them if there is too much parts, as it shows only in rows by 3, and to scroll it up and down you have to use only mouses scroll wheel, which is pain in the ass.
You can multiply select parts in groups, by using Shift+click between two parts, to select everything in between. And to delete the parts that you dont need\dont like, select them\it and press delete. To move multyple parts between groups, select and just drag and drop them in different group.
4) Now drag and drop ,parts from 2-4 groups, that you gonna use in your ship to first group. Close Group Arrange window by pressing Esc, and lets start constructing our ship.
5) Now press Z to open your groups parts scroll window at side of your screen, now as you click part, its instantly goes for constructing, look for a place where you want it and using J I K L and Shift+ J I K L, position it as you want, and click to place it.
Now choose colour for it from palette to the left. First three colours will transfer their parameters to a parts which coloured by them even if you change it, so use them to define base colours of your ship. Rest 9 colours will just colour part in to their colour but not change it if you change palettes colour. To change colour right click over colour.
Now press M to mirror your part. It will mirror every unic part, so if your building non symmetric ship, dont use it.
And use A and Q keys to define "Depth" of part. Depth goes from 1 to N, where N is number of used parts and define order of parts. So part with Depth of 4 will show over parts with depth 5+ but will be under parts with depth 1 2 3.
Depth designated by parenting. Core of ship is always 0 depth, and will be UNDER every further parts. Next part will be 1 and 2 depth after mirroring, but we probably will need some depth storage for possible artistic parts over our "core" so instantly make em 5 and 6 depth. Now choose one of our first parts and place new part, it will be depth 3 because Depth 1 and 2 are taken by her parenting and mirrored parts.

And this way we build our ship little by little.
(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-4.jpg)
(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-5.jpg)
(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-6.jpg)
(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-7.jpg)

Go to Tools->Save sprites ini. This will save our current sprite config. I recommend you to to use different sprite configs for different ships\ships series to not discontinue its "style".

6) Now we want to a screenshot of our ship. But this pesky grid is no good for us, so go to tools->Change Background, and use earlier created bitmap where White bears In White Antarctica field in White snowfall chase Pale white Antarctica scientists in all White. Or just just fill some random bmp with white colour. Now its perfectly fine for us and we can screenshot it. Press F11. Press F9 and drag over your ship, to choose what needed to be screenshoted.

(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-8.jpg)

Also you can use this Change Background feature to load some ships picture to background and use it as silhouette for creating your ship.

7) Now go to \Battleships Forever\SMScreenshots\ where your screenshot is saved, and open it for example in Adobe Photoshop.
(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-9.jpg)
First of all rotate whole image 90* CCW and after use "magic wand" tool to select whole white trash pixels, that we dont need. Inverse selection, so only our precious ship was selected and copy it.
(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-11.jpg)
Create new file, which will be sized right for our copied ship, insert our ship and than delete "background" layer. Now you are free to edit as you want, ambient occlusion, radial blue, all this jazz. You want it you do it, i dont. Now save it as PNG. We got our basic sprite of ship.

(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-10.jpg)

But Starfarer is counting every pixel for designate how big ship is, and we have to change our ships image size accordingly to size of ship in game. I will use table of sizes from    
Fight For Universe: Sector Xplo http://fractalsoftworks.com/forum/index.php?topic=2091.0 (http://fractalsoftworks.com/forum/index.php?topic=2091.0) topic:

1 pixel = 1 meter.
* Fighter, approximate long axis is 10~15 meters.
* Bomber, approximate long axis is 20~30 meters.
* Gunship, approximate long axis is 35~50 meters.
* Corvette, approximate long axis is 55~90 meters.
* Frigate, approximate long axis is 100~160 meters.
* Destroyer, approximate long axis is 180~230 meters.
* Cruiser, approximate long axis is 240~340 meters.
* Battlecruiser, approximate long axis is 360~540 meters.
* Battleship, approximate long axis is 560~960 meters.
* Dreadnought, approximate long axis is 1,080~1,860 meters.
* Mothership, approximate long axis is 2,200~5,200 meters.
* Titan, approximate long axis is 8,000~16,000 meters.
* Flagship, approximate long axis is 86,000~126,000 meters.
* Arkship, approximate long axis is 2,240,000~8,860,000 meters.


So with help of your graphical redactor tools, resize your ships images height to an needed size, and voila we have our handmade ship sprite!
If you don't have photoshop, DON'T PANIC! Paint.net is a great piece of free software that allows you to easily and effectively edit your own sprites with some of the features photoshop has
[close]

Taken from my noobs guide to modding starfarer

I do the same kind of thing, but only to make the guide for a ship, then I use Paint or other programs to adapt the shape and colours.

But I also draw them from scratch when I want a challenge :)

When I do the colour, someone on the  forums told me how to add depth, which was to build up layers of gradually lightening shades of colour (I think it was the mod on Antedeveluions, sorry my minds gone blank).
Title: Re: Guides to drawing all kinds of sprites (please spriters come and help make them)
Post by: TheHappyFace on July 06, 2012, 12:35:00 AM
Spriting:
Spoiler
Now, spriting(Drawing ships or weapons mainly) can be as simple or as complex as you like, it just depends on;
A) The tools you use
B) The complexity of the ship/weapon you wish to make
C) How many you want to make

Many people of the community(As far as I am aware), Do one of two things.
They either use the Battleships Forever ship editor to help create detailed or simple designs(Depending on the amount of time you wish to spend working on it) Or they "Kitbash" various different parts for individual ships together in order to make a whole new ship. Personally, I'd start off with the ship editor first, its more user friendly(That i have found).
This can be found here and is included with the game:
http://www.wyrdysm.com/games.php
It is free, so no worries there!
I recommend you download and install some "parts packs" though, as it helps make your ships more complex and eye-appealing. A good one that contains a large amount from the forums is this one:
http://www.wyrdysm.com/phpBB3/viewtopic.php?f=23&t=5764
It's easy to install and very good to use.

1) Now startup BF ShipMaker, you will see something like this
(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-1.jpg)
2) Go to Tools->Group arrange. This will pop up screen like this
(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-2.jpg)
As you see there is 4 group of parts, to switch between them you have to press ~ and use 1\2\3\4 keys for every group respectfully. But mine work flow goes around arranging needed parts in first group, and using rest three as storage for possibly usefull parts. So initially drag and drop all not used parts in first group to fourth group, just because they look bogus and we can use it only for getting some silhouette.
3) Look closely for sets of parts that you downloaded, and choose which one you like and will use in your ship. After this just drag and drop them from folder to a groups 2-4 in Ship Maker. There is pretty much unlimited storage, but it can become really complicated to orient in them if there is too much parts, as it shows only in rows by 3, and to scroll it up and down you have to use only mouses scroll wheel, which is pain in the ass.
You can multiply select parts in groups, by using Shift+click between two parts, to select everything in between. And to delete the parts that you dont need\dont like, select them\it and press delete. To move multyple parts between groups, select and just drag and drop them in different group.
4) Now drag and drop ,parts from 2-4 groups, that you gonna use in your ship to first group. Close Group Arrange window by pressing Esc, and lets start constructing our ship.
5) Now press Z to open your groups parts scroll window at side of your screen, now as you click part, its instantly goes for constructing, look for a place where you want it and using J I K L and Shift+ J I K L, position it as you want, and click to place it.
Now choose colour for it from palette to the left. First three colours will transfer their parameters to a parts which coloured by them even if you change it, so use them to define base colours of your ship. Rest 9 colours will just colour part in to their colour but not change it if you change palettes colour. To change colour right click over colour.
Now press M to mirror your part. It will mirror every unic part, so if your building non symmetric ship, dont use it.
And use A and Q keys to define "Depth" of part. Depth goes from 1 to N, where N is number of used parts and define order of parts. So part with Depth of 4 will show over parts with depth 5+ but will be under parts with depth 1 2 3.
Depth designated by parenting. Core of ship is always 0 depth, and will be UNDER every further parts. Next part will be 1 and 2 depth after mirroring, but we probably will need some depth storage for possible artistic parts over our "core" so instantly make em 5 and 6 depth. Now choose one of our first parts and place new part, it will be depth 3 because Depth 1 and 2 are taken by her parenting and mirrored parts.

And this way we build our ship little by little.
(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-4.jpg)
(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-5.jpg)
(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-6.jpg)
(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-7.jpg)

Go to Tools->Save sprites ini. This will save our current sprite config. I recommend you to to use different sprite configs for different ships\ships series to not discontinue its "style".

6) Now we want to a screenshot of our ship. But this pesky grid is no good for us, so go to tools->Change Background, and use earlier created bitmap where White bears In White Antarctica field in White snowfall chase Pale white Antarctica scientists in all White. Or just just fill some random bmp with white colour. Now its perfectly fine for us and we can screenshot it. Press F11. Press F9 and drag over your ship, to choose what needed to be screenshoted.

(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-8.jpg)

Also you can use this Change Background feature to load some ships picture to background and use it as silhouette for creating your ship.

7) Now go to \Battleships Forever\SMScreenshots\ where your screenshot is saved, and open it for example in Adobe Photoshop.
(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-9.jpg)
First of all rotate whole image 90* CCW and after use "magic wand" tool to select whole white trash pixels, that we dont need. Inverse selection, so only our precious ship was selected and copy it.
(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-11.jpg)
Create new file, which will be sized right for our copied ship, insert our ship and than delete "background" layer. Now you are free to edit as you want, ambient occlusion, radial blue, all this jazz. You want it you do it, i dont. Now save it as PNG. We got our basic sprite of ship.

(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-10.jpg)

But Starfarer is counting every pixel for designate how big ship is, and we have to change our ships image size accordingly to size of ship in game. I will use table of sizes from    
Fight For Universe: Sector Xplo http://fractalsoftworks.com/forum/index.php?topic=2091.0 (http://fractalsoftworks.com/forum/index.php?topic=2091.0) topic:

1 pixel = 1 meter.
* Fighter, approximate long axis is 10~15 meters.
* Bomber, approximate long axis is 20~30 meters.
* Gunship, approximate long axis is 35~50 meters.
* Corvette, approximate long axis is 55~90 meters.
* Frigate, approximate long axis is 100~160 meters.
* Destroyer, approximate long axis is 180~230 meters.
* Cruiser, approximate long axis is 240~340 meters.
* Battlecruiser, approximate long axis is 360~540 meters.
* Battleship, approximate long axis is 560~960 meters.
* Dreadnought, approximate long axis is 1,080~1,860 meters.
* Mothership, approximate long axis is 2,200~5,200 meters.
* Titan, approximate long axis is 8,000~16,000 meters.
* Flagship, approximate long axis is 86,000~126,000 meters.
* Arkship, approximate long axis is 2,240,000~8,860,000 meters.


So with help of your graphical redactor tools, resize your ships images height to an needed size, and voila we have our handmade ship sprite!
If you don't have photoshop, DON'T PANIC! Paint.net is a great piece of free software that allows you to easily and effectively edit your own sprites with some of the features photoshop has
[close]

Taken from my noobs guide to modding starfarer

I do the same kind of thing, but only to make the guide for a ship, then I use Paint or other programs to adapt the shape and colours.

But I also draw them from scratch when I want a challenge :)

When I do the colour, someone on the  forums told me how to add depth, which was to build up layers of gradually lightening shades of colour (I think it was the mod on Antedeveluions, sorry my minds gone blank).

could you make a guide for it?
or ask the person that learned it to you to make a guide for it? 
that would be really great ;D
Title: Re: Guides to drawing all kinds of sprites (please spriters come and help make them)
Post by: Sproginator on July 06, 2012, 12:56:36 AM
Spriting:
Spoiler
Now, spriting(Drawing ships or weapons mainly) can be as simple or as complex as you like, it just depends on;
A) The tools you use
B) The complexity of the ship/weapon you wish to make
C) How many you want to make

Many people of the community(As far as I am aware), Do one of two things.
They either use the Battleships Forever ship editor to help create detailed or simple designs(Depending on the amount of time you wish to spend working on it) Or they "Kitbash" various different parts for individual ships together in order to make a whole new ship. Personally, I'd start off with the ship editor first, its more user friendly(That i have found).
This can be found here and is included with the game:
http://www.wyrdysm.com/games.php
It is free, so no worries there!
I recommend you download and install some "parts packs" though, as it helps make your ships more complex and eye-appealing. A good one that contains a large amount from the forums is this one:
http://www.wyrdysm.com/phpBB3/viewtopic.php?f=23&t=5764
It's easy to install and very good to use.

1) Now startup BF ShipMaker, you will see something like this
(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-1.jpg)
2) Go to Tools->Group arrange. This will pop up screen like this
(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-2.jpg)
As you see there is 4 group of parts, to switch between them you have to press ~ and use 1\2\3\4 keys for every group respectfully. But mine work flow goes around arranging needed parts in first group, and using rest three as storage for possibly usefull parts. So initially drag and drop all not used parts in first group to fourth group, just because they look bogus and we can use it only for getting some silhouette.
3) Look closely for sets of parts that you downloaded, and choose which one you like and will use in your ship. After this just drag and drop them from folder to a groups 2-4 in Ship Maker. There is pretty much unlimited storage, but it can become really complicated to orient in them if there is too much parts, as it shows only in rows by 3, and to scroll it up and down you have to use only mouses scroll wheel, which is pain in the ass.
You can multiply select parts in groups, by using Shift+click between two parts, to select everything in between. And to delete the parts that you dont need\dont like, select them\it and press delete. To move multyple parts between groups, select and just drag and drop them in different group.
4) Now drag and drop ,parts from 2-4 groups, that you gonna use in your ship to first group. Close Group Arrange window by pressing Esc, and lets start constructing our ship.
5) Now press Z to open your groups parts scroll window at side of your screen, now as you click part, its instantly goes for constructing, look for a place where you want it and using J I K L and Shift+ J I K L, position it as you want, and click to place it.
Now choose colour for it from palette to the left. First three colours will transfer their parameters to a parts which coloured by them even if you change it, so use them to define base colours of your ship. Rest 9 colours will just colour part in to their colour but not change it if you change palettes colour. To change colour right click over colour.
Now press M to mirror your part. It will mirror every unic part, so if your building non symmetric ship, dont use it.
And use A and Q keys to define "Depth" of part. Depth goes from 1 to N, where N is number of used parts and define order of parts. So part with Depth of 4 will show over parts with depth 5+ but will be under parts with depth 1 2 3.
Depth designated by parenting. Core of ship is always 0 depth, and will be UNDER every further parts. Next part will be 1 and 2 depth after mirroring, but we probably will need some depth storage for possible artistic parts over our "core" so instantly make em 5 and 6 depth. Now choose one of our first parts and place new part, it will be depth 3 because Depth 1 and 2 are taken by her parenting and mirrored parts.

And this way we build our ship little by little.
(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-4.jpg)
(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-5.jpg)
(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-6.jpg)
(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-7.jpg)

Go to Tools->Save sprites ini. This will save our current sprite config. I recommend you to to use different sprite configs for different ships\ships series to not discontinue its "style".

6) Now we want to a screenshot of our ship. But this pesky grid is no good for us, so go to tools->Change Background, and use earlier created bitmap where White bears In White Antarctica field in White snowfall chase Pale white Antarctica scientists in all White. Or just just fill some random bmp with white colour. Now its perfectly fine for us and we can screenshot it. Press F11. Press F9 and drag over your ship, to choose what needed to be screenshoted.

(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-8.jpg)

Also you can use this Change Background feature to load some ships picture to background and use it as silhouette for creating your ship.

7) Now go to \Battleships Forever\SMScreenshots\ where your screenshot is saved, and open it for example in Adobe Photoshop.
(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-9.jpg)
First of all rotate whole image 90* CCW and after use "magic wand" tool to select whole white trash pixels, that we dont need. Inverse selection, so only our precious ship was selected and copy it.
(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-11.jpg)
Create new file, which will be sized right for our copied ship, insert our ship and than delete "background" layer. Now you are free to edit as you want, ambient occlusion, radial blue, all this jazz. You want it you do it, i dont. Now save it as PNG. We got our basic sprite of ship.

(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-10.jpg)

But Starfarer is counting every pixel for designate how big ship is, and we have to change our ships image size accordingly to size of ship in game. I will use table of sizes from    
Fight For Universe: Sector Xplo http://fractalsoftworks.com/forum/index.php?topic=2091.0 (http://fractalsoftworks.com/forum/index.php?topic=2091.0) topic:

1 pixel = 1 meter.
* Fighter, approximate long axis is 10~15 meters.
* Bomber, approximate long axis is 20~30 meters.
* Gunship, approximate long axis is 35~50 meters.
* Corvette, approximate long axis is 55~90 meters.
* Frigate, approximate long axis is 100~160 meters.
* Destroyer, approximate long axis is 180~230 meters.
* Cruiser, approximate long axis is 240~340 meters.
* Battlecruiser, approximate long axis is 360~540 meters.
* Battleship, approximate long axis is 560~960 meters.
* Dreadnought, approximate long axis is 1,080~1,860 meters.
* Mothership, approximate long axis is 2,200~5,200 meters.
* Titan, approximate long axis is 8,000~16,000 meters.
* Flagship, approximate long axis is 86,000~126,000 meters.
* Arkship, approximate long axis is 2,240,000~8,860,000 meters.


So with help of your graphical redactor tools, resize your ships images height to an needed size, and voila we have our handmade ship sprite!
If you don't have photoshop, DON'T PANIC! Paint.net is a great piece of free software that allows you to easily and effectively edit your own sprites with some of the features photoshop has
[close]

Taken from my noobs guide to modding starfarer

I do the same kind of thing, but only to make the guide for a ship, then I use Paint or other programs to adapt the shape and colours.

But I also draw them from scratch when I want a challenge :)

When I do the colour, someone on the  forums told me how to add depth, which was to build up layers of gradually lightening shades of colour (I think it was the mod on Antedeveluions, sorry my minds gone blank).
I would love to see a guide on this, I've been meaning to add more depth to my images
Title: Re: Guides to drawing all kinds of sprites (please spriters come and help make them)
Post by: calvin1211 on July 06, 2012, 03:53:02 AM
Spriting:
Spoiler
Now, spriting(Drawing ships or weapons mainly) can be as simple or as complex as you like, it just depends on;
A) The tools you use
B) The complexity of the ship/weapon you wish to make
C) How many you want to make

Many people of the community(As far as I am aware), Do one of two things.
They either use the Battleships Forever ship editor to help create detailed or simple designs(Depending on the amount of time you wish to spend working on it) Or they "Kitbash" various different parts for individual ships together in order to make a whole new ship. Personally, I'd start off with the ship editor first, its more user friendly(That i have found).
This can be found here and is included with the game:
http://www.wyrdysm.com/games.php
It is free, so no worries there!
I recommend you download and install some "parts packs" though, as it helps make your ships more complex and eye-appealing. A good one that contains a large amount from the forums is this one:
http://www.wyrdysm.com/phpBB3/viewtopic.php?f=23&t=5764
It's easy to install and very good to use.

1) Now startup BF ShipMaker, you will see something like this
(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-1.jpg)
2) Go to Tools->Group arrange. This will pop up screen like this
(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-2.jpg)
As you see there is 4 group of parts, to switch between them you have to press ~ and use 1\2\3\4 keys for every group respectfully. But mine work flow goes around arranging needed parts in first group, and using rest three as storage for possibly usefull parts. So initially drag and drop all not used parts in first group to fourth group, just because they look bogus and we can use it only for getting some silhouette.
3) Look closely for sets of parts that you downloaded, and choose which one you like and will use in your ship. After this just drag and drop them from folder to a groups 2-4 in Ship Maker. There is pretty much unlimited storage, but it can become really complicated to orient in them if there is too much parts, as it shows only in rows by 3, and to scroll it up and down you have to use only mouses scroll wheel, which is pain in the ass.
You can multiply select parts in groups, by using Shift+click between two parts, to select everything in between. And to delete the parts that you dont need\dont like, select them\it and press delete. To move multyple parts between groups, select and just drag and drop them in different group.
4) Now drag and drop ,parts from 2-4 groups, that you gonna use in your ship to first group. Close Group Arrange window by pressing Esc, and lets start constructing our ship.
5) Now press Z to open your groups parts scroll window at side of your screen, now as you click part, its instantly goes for constructing, look for a place where you want it and using J I K L and Shift+ J I K L, position it as you want, and click to place it.
Now choose colour for it from palette to the left. First three colours will transfer their parameters to a parts which coloured by them even if you change it, so use them to define base colours of your ship. Rest 9 colours will just colour part in to their colour but not change it if you change palettes colour. To change colour right click over colour.
Now press M to mirror your part. It will mirror every unic part, so if your building non symmetric ship, dont use it.
And use A and Q keys to define "Depth" of part. Depth goes from 1 to N, where N is number of used parts and define order of parts. So part with Depth of 4 will show over parts with depth 5+ but will be under parts with depth 1 2 3.
Depth designated by parenting. Core of ship is always 0 depth, and will be UNDER every further parts. Next part will be 1 and 2 depth after mirroring, but we probably will need some depth storage for possible artistic parts over our "core" so instantly make em 5 and 6 depth. Now choose one of our first parts and place new part, it will be depth 3 because Depth 1 and 2 are taken by her parenting and mirrored parts.

And this way we build our ship little by little.
(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-4.jpg)
(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-5.jpg)
(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-6.jpg)
(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-7.jpg)

Go to Tools->Save sprites ini. This will save our current sprite config. I recommend you to to use different sprite configs for different ships\ships series to not discontinue its "style".

6) Now we want to a screenshot of our ship. But this pesky grid is no good for us, so go to tools->Change Background, and use earlier created bitmap where White bears In White Antarctica field in White snowfall chase Pale white Antarctica scientists in all White. Or just just fill some random bmp with white colour. Now its perfectly fine for us and we can screenshot it. Press F11. Press F9 and drag over your ship, to choose what needed to be screenshoted.

(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-8.jpg)

Also you can use this Change Background feature to load some ships picture to background and use it as silhouette for creating your ship.

7) Now go to \Battleships Forever\SMScreenshots\ where your screenshot is saved, and open it for example in Adobe Photoshop.
(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-9.jpg)
First of all rotate whole image 90* CCW and after use "magic wand" tool to select whole white trash pixels, that we dont need. Inverse selection, so only our precious ship was selected and copy it.
(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-11.jpg)
Create new file, which will be sized right for our copied ship, insert our ship and than delete "background" layer. Now you are free to edit as you want, ambient occlusion, radial blue, all this jazz. You want it you do it, i dont. Now save it as PNG. We got our basic sprite of ship.

(http://i1150.photobucket.com/albums/o613/KlonTom/Untitled-10.jpg)

But Starfarer is counting every pixel for designate how big ship is, and we have to change our ships image size accordingly to size of ship in game. I will use table of sizes from    
Fight For Universe: Sector Xplo http://fractalsoftworks.com/forum/index.php?topic=2091.0 (http://fractalsoftworks.com/forum/index.php?topic=2091.0) topic:

1 pixel = 1 meter.
* Fighter, approximate long axis is 10~15 meters.
* Bomber, approximate long axis is 20~30 meters.
* Gunship, approximate long axis is 35~50 meters.
* Corvette, approximate long axis is 55~90 meters.
* Frigate, approximate long axis is 100~160 meters.
* Destroyer, approximate long axis is 180~230 meters.
* Cruiser, approximate long axis is 240~340 meters.
* Battlecruiser, approximate long axis is 360~540 meters.
* Battleship, approximate long axis is 560~960 meters.
* Dreadnought, approximate long axis is 1,080~1,860 meters.
* Mothership, approximate long axis is 2,200~5,200 meters.
* Titan, approximate long axis is 8,000~16,000 meters.
* Flagship, approximate long axis is 86,000~126,000 meters.
* Arkship, approximate long axis is 2,240,000~8,860,000 meters.


So with help of your graphical redactor tools, resize your ships images height to an needed size, and voila we have our handmade ship sprite!
If you don't have photoshop, DON'T PANIC! Paint.net is a great piece of free software that allows you to easily and effectively edit your own sprites with some of the features photoshop has
[close]

Taken from my noobs guide to modding starfarer

I do the same kind of thing, but only to make the guide for a ship, then I use Paint or other programs to adapt the shape and colours.

But I also draw them from scratch when I want a challenge :)

When I do the colour, someone on the  forums told me how to add depth, which was to build up layers of gradually lightening shades of colour (I think it was the mod on Antedeveluions, sorry my minds gone blank).
I would love to see a guide on this, I've been meaning to add more depth to my images

I was working on a guide for spriting in BSF. I'll post it in the forums when I'm done (though it'll take a while)
Title: Re: Guides to drawing all kinds of sprites (please spriters come and help make them)
Post by: Pelly on July 06, 2012, 04:01:29 AM
kk i think this was it:

"Looking at your sprites, they appear to be handdrawn in a basic graphics program like MS Paint. Correct?

Great! That is ideal for drawing up a ship, giving it color and even giving it some depth and detail.

From there you could add further detail, color, shading and depth in an advanced graphics program such as Photoshop, Corel Draw or (completely free) Gimp.


How do you add depth in a simple program such as MS Paint, so that it doesn't look as flat, you ask? Simple. Pick a color, create a simple pallete for it, ranging from very dark to very light. Then add the darkest shade of the color on the outer edges of your ship, and then work inward, making it lighter and ligher. Eventually, your ship will appear to have some depth.

This can then be improved upon and augmented in an advanced graphics program, allowing you to add differences in lighting, shading, etc.


Here you can see an example from one of my Antediluvian sprites:


1.) The lower part has already received some detail and depth in paint, the top half hasn't. As a result it looks very flat. Right next to the ship you can see two simple color palettes. Copying the colors and adding them around the edges of the ship will result in giving it a less flat, more 3D look.

2.) The ship has received detail and depth in MS Paint.

3.) The colors have received some augmentation in an advanced graphics program. The contrast has been improved.

4.) The ship has received darker shadows around the outer edges and brighter lighting on the center, resulting in more depth and an overall more interesting look."

All credits to Erick Doe
Title: Re: Guides to drawing all kinds of sprites (please spriters come and help make them)
Post by: TheHappyFace on July 06, 2012, 04:05:12 AM
kk i think this was it:

"Looking at your sprites, they appear to be handdrawn in a basic graphics program like MS Paint. Correct?

Great! That is ideal for drawing up a ship, giving it color and even giving it some depth and detail.

From there you could add further detail, color, shading and depth in an advanced graphics program such as Photoshop, Corel Draw or (completely free) Gimp.


How do you add depth in a simple program such as MS Paint, so that it doesn't look as flat, you ask? Simple. Pick a color, create a simple pallete for it, ranging from very dark to very light. Then add the darkest shade of the color on the outer edges of your ship, and then work inward, making it lighter and ligher. Eventually, your ship will appear to have some depth.

This can then be improved upon and augmented in an advanced graphics program, allowing you to add differences in lighting, shading, etc.


Here you can see an example from one of my Antediluvian sprites:


1.) The lower part has already received some detail and depth in paint, the top half hasn't. As a result it looks very flat. Right next to the ship you can see two simple color palettes. Copying the colors and adding them around the edges of the ship will result in giving it a less flat, more 3D look.

2.) The ship has received detail and depth in MS Paint.

3.) The colors have received some augmentation in an advanced graphics program. The contrast has been improved.

4.) The ship has received darker shadows around the outer edges and brighter lighting on the center, resulting in more depth and an overall more interesting look."

All credits to Erick Doe

could you add some pictures for examples to your guide?
then i'll add it to the list :)
thanks for contributing
Title: Re: Guides to drawing all kinds of sprites (please spriters come and help make them)
Post by: Erick Doe on July 07, 2012, 05:01:30 AM
Looking at your sprites, they appear to be handdrawn in a basic graphics program like MS Paint. Correct?

Great! That is ideal for drawing up a ship, giving it color and even giving it some depth and detail.

From there you could add further detail, color, shading and depth in an advanced graphics program such as Photoshop, Corel Draw or (completely free) Gimp.


How do you add depth in a simple program such as MS Paint, so that it doesn't look as flat, you ask? Simple. Pick a color, create a simple pallete for it, ranging from very dark to very light. Then add the darkest shade of the color on the outer edges of your ship, and then work inward, making it lighter and ligher. Eventually, your ship will appear to have some depth.

This can then be improved upon and augmented in an advanced graphics program, allowing you to add differences in lighting, shading, etc.


Here you can see an example from one of my Antediluvian sprites:
(http://i1022.photobucket.com/albums/af343/erick_doe/Sprite_Example.png)

1.) The lower part has already received some detail and depth in paint, the top half hasn't. As a result it looks very flat. Right next to the ship you can see two simple color palettes. Copying the colors and adding them around the edges of the ship will result in giving it a less flat, more 3D look.

2.) The ship has received detail and depth in MS Paint.

3.) The colors have received some augmentation in an advanced graphics program. The contrast has been improved.

4.) The ship has received darker shadows around the outer edges and brighter lighting on the center, resulting in more depth and an overall more interesting look.

Title: Re: Guides to drawing all kinds of sprites (please spriters come and help make them)
Post by: TheHappyFace on July 27, 2012, 07:54:53 AM
ill be trying to put some new life in this thread since im back from my three week trip and i found some time!

first of all i'll be asking everyone to send in there tips and tricks.
this counts for experienced spriters, beginners and even non-spriters
as long as its for spriting ofcourse.
i will be putting them in the top post.

second i ask everyone to come with questions about spriting if they have any.
i will try to answer them and if i can not, there are plenty of other spriters who probaply can.
Title: Re: Guides to drawing all kinds of sprites (please spriters come and help make them)
Post by: Sproginator on July 27, 2012, 08:02:20 AM
ill be trying to put some new life in this thread since im back from my three week trip and i found some time!

first of all i'll be asking everyone to send in there tips and tricks.
this counts for experienced spriters, beginners and even non-spriters
as long as its for spriting ofcourse.
i will be putting them in the top post.

second i ask everyone to come with questions about spriting if they have any.
i will try to answer them and if i can not, there are plenty of other spriters who probaply can.
I'll help you work on it tomorrow
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: TheHappyFace on July 27, 2012, 08:33:52 AM
im here causes i like shiny things :)


lol

could you tell me why you posted this?
please do for this thread is for sharing knowledge about spriting
not for saying random stuff.
i like it ,but i would rather want you to keep it for yourself or post it in another thread.
thank you

i hope you could send in your tips and tricks to help other spriters

something else
i made a new poll
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: CrashToDesktop on July 27, 2012, 09:56:17 AM
Does this include kitbashing?  I'm better with smaller kitbashes (fighters, frigates) but terrible with larger ones.  If it's about totally custom sprites, I'm of no use for you. :(
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: Sproginator on July 27, 2012, 10:01:36 AM
Does this include kitbashing?  I'm better with smaller kitbashes (fighters, frigates) but terrible with larger ones.  If it's about totally custom sprites, I'm of no use for you. :(
kitbashing is good too :D
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: TheHappyFace on July 27, 2012, 10:04:00 AM
well the thread is for spriters so kitbashing including!
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: CrashToDesktop on July 27, 2012, 10:27:31 AM
It's not much for kitbashing, but here goes nothing:
Spoiler
Kitbashing:
Find the sprite(s) that most fit the look of your ship.  This can be from across all classes of ship, High-Tech, Low-Tech, or Midline.  You can even kitbash a few different colored ships together if need be.

To start off, find the base sprite, a ship that most resembles the ship you want to make.  Chop off the unneeded parts with any image editor (Paint.NET, GIMP, Photoshop, etc.).  I suggest that you paste the new parts on top a new layer before chopping old ones off in case too much is taken off.  Once you get that done, color in the unwanted transparent pieces and chop off bits that are sticking out.

Remember, the color changer is your friend!  It can change a high-tech ship to look midline or even low tech with the right amount of colors added.
[close]
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: Sproginator on July 27, 2012, 10:48:52 AM
It's not much for kitbashing, but here goes nothing:
Spoiler
Kitbashing:
Find the sprite(s) that most fit the look of your ship.  This can be from across all classes of ship, High-Tech, Low-Tech, or Midline.  You can even kitbash a few different colored ships together if need be.  To start off, find the base sprite, a ship that most resembles the ship you want to make.  Chop off the unneeded parts with any image editor (Paint.NET, GIMP, Photoshop, etc.).  I suggest that you paste the new parts on top a new layer before chopping old ones off in case too much is taken off.  Once you get that done, color in the unwanted transparent pieces and chop off bits that are sticking out.  Remember, the color changer is your friend!  It can change a high-tech ship to look midline or even low tech with the right amount of colors added.
If anyone needs an example of a good kitbash, check out my Claymore Fighter-Bomber.  Mashed a Thunder and Warthog Fighter to get the right shape and size.
[close]
I think paragraphing and picture steps would be handy
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: CrashToDesktop on July 27, 2012, 11:22:14 AM
I'll add picture to my OP when I find the time.  paragraphed now, though,
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: TheHappyFace on August 03, 2012, 06:54:36 AM
i added avans guide for colouring to the list
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: medikohl on August 03, 2012, 09:41:10 AM
here is a handful of kitbash examples.

Spoiler
(http://i465.photobucket.com/albums/rr20/medikohl/starfarer/xxx.png)
[close]
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: hadesian on August 03, 2012, 09:46:56 AM
I'm currently looking at making big ships easier to draw up. I'm trying out drawing them on a canvas a tenth of the size of the big ship, where I can draw up basically everything I want, then scaling up to the larger canvas and somehow fixing the pixellation. It's mainly for me though.
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: CrashToDesktop on August 03, 2012, 09:47:26 AM
Handful?  That's more like an Astral full.  Anyways, all good!  I recognize a few from Omega's Megamash.
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: medikohl on August 03, 2012, 12:09:07 PM
Handful?  That's more like an Astral full.  Anyways, all good!  I recognize a few from Omega's Megamash.
I used to be very prolific in making kitbashes for a while. starfarer plus was about 90% of my kitbashes.
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: IIE16 Yoshi on August 03, 2012, 12:17:38 PM
here is a handful of kitbash examples.

Spoiler
(http://i465.photobucket.com/albums/rr20/medikohl/starfarer/xxx.png)
[close]


I love that fuel barge.
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: medikohl on August 03, 2012, 12:39:09 PM
here is a handful of kitbash examples.

Spoiler
(http://i465.photobucket.com/albums/rr20/medikohl/starfarer/xxx.png)
[close]


I love that fuel barge.
which one? the little one or the big one?
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: TheHappyFace on August 04, 2012, 01:30:22 AM
here is a handful of kitbash examples.

Spoiler
(http://i465.photobucket.com/albums/rr20/medikohl/starfarer/xxx.png)
[close]


i'll add them to the list.
probaply usefull for starting kitbashers to have some examples  ;)
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: TheHappyFace on August 13, 2012, 04:09:07 AM
I added some more sprite examples
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: TheHappyFace on August 20, 2012, 03:55:17 AM
added Rybread & The Counter sprites from the independent mining faction
and okim's ironclads

changed poll

if you want sprites to be added to the examples please comment or pm me.

i hope me and other spriters could learn from your vote!
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: Sproginator on August 20, 2012, 04:12:15 AM
Has this been stickied yet?
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: TheHappyFace on August 20, 2012, 05:18:10 AM
Has this been stickied yet?

is that a compliment or a question? xD
whatever it is thank you and no it hasen't
thats why i keep posting when i update it so it doesnt get lost
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: Upgradecap on August 20, 2012, 05:41:40 AM
/vote for sticky.
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: TheHappyFace on August 20, 2012, 05:45:24 AM
/vote for sticky.  ;)
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: Sproginator on August 20, 2012, 05:48:56 AM
/vote for sticky
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: Archduke Astro on August 20, 2012, 02:35:56 PM
The Happy Face, I've decided to sticky this thread. It's been a broad compendium of informative examples & guides on spriting -- most helpful for reference to have so much linked here. Hopefully it will continue to prosper.

The more topical content you guys can generate here, the better. Moderators will help keep an eye on it to remove off-topic posting, or lend other help as needed.

One thread to beam up! Energize...
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: Psiyon on August 20, 2012, 02:52:01 PM
Here are the tutorials I've made a while back:


My method for turning 3D models to sprites: http://fractalsoftworks.com/forum/index.php?topic=654.0

Hardcore kitbashing: http://www.youtube.com/watch?v=8Wr3O4yPxZg

Result:
(http://img694.imageshack.us/img694/21/slickwilly.png)
More ships with this method: http://fractalsoftworks.com/forum/index.php?topic=3999.0
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: TheHappyFace on August 21, 2012, 01:27:03 AM
Thank you psiyon
your kitbashing is amazing and the vid is really helpfull.  ;D

ill add everything when i finally figure out how i am going to place it into my post without exceeding the maximum amount....

for now i'll place it here

Psiyon's guide for transforming 3D models into 2D sprites
Spoiler
This tutorial is for those of you who want to get your 3D models into Starfarer (Or any other 2D game). The software I use is 3ds Max for rendering, and Photoshop for post-processing the completed renders. You can render your ships out in other software, like Blender, and you can also use other image editing programs besides Photoshop. This tutorial is focused on these two pieces of software, however, the concepts would apply to any other program.

Part one (video): http://www.youtube.com/watch?v=H0WVhI7BgKs

Render scene file: http://www.mediafire.com/?e0qx48x48pck7kf

(Alex, any chance of a forum update so we can embed youtube videos into posts? It would make things a bit more convenient.)

Part 2:

I tried a video version of this, but in the end, it would have just wound up being way too long and drawn out. A text and picture version will work better and allow you to work at your own pace, instead of pausing every five seconds to see what I'm doing.

I'll be using a different render than the one I used in the video, because I made that one when doing the ill-fated video version.
(Here's how it turned out, if you're curious:
(http://img856.imageshack.us/img856/7310/telanitan.png)
)

Let's begin.

First, start by making a new document, and copying both the render and its Ambient Occlusion pass into it, each as a separate layer.

Because the ship we're making is symmetrical in shape, we're going to make sure it's symmetrical in every other aspect as well. Select half of the ship, from right down the middle.

(http://img857.imageshack.us/img857/6210/71514226.jpg)

Copy and paste that halved segment of the ship. It should now appear on a new layer. Go back to your base layer, and select the other half of the ship. Delete it. Now, you'll be left with two halves of the same ship, each on a different layer. Select one of the layers, and transform them horizontally. (Edit>Transform>Flip Horizontal). Align the two halves so they fit together.

(http://img832.imageshack.us/img832/9254/97550120.jpg)

Finally, merge the two layers into one.

Then, repeat those steps for the ambient occlusion pass. Make sure that it fits over the base layer nicely before merging. Once done, set the AO layer mode to Multiply.

(http://img843.imageshack.us/img843/7613/45546855.jpg)

Now that we're set up, we can start doing the editing that matters. Duplicate the base layer, and then go to filter>sharpen>sharpen. The filter might be a little powerful, so adjust the new layer's opacity as needed.

(http://img831.imageshack.us/img831/3356/94276291.jpg)

Duplicate the base layer again, and move it underneath the Sharpen Layer. Go to Image>Adjustments>Brightness/Contrast. In this case, I'm actually going to decrease the contrast, however, in most cases, you'll find that increasing it will look better. It all depends on what render settings you used, as well as the model's texture. Make sure the contrast layer's opacity is left at 100%, as it will soon become our base layer.

(http://img269.imageshack.us/img269/3921/46606810.jpg)

Next, I'll duplicate the base layer one last time, and move the new layer above the Sharpen layer. On our new layer, we'll go to filter>filter gallery, and then under brush strokes, choose the Accented Edges filter. Set all properties to the lowest they go.

(http://img716.imageshack.us/img716/4359/97253932.jpg)

Click OK. Set the layer mode of this new layer to Soft Light, and drop the opacity into the 15%-40% range. This layer helps make the sprite a bit darker, and also helps add a little detail into the render.

(http://img85.imageshack.us/img85/653/38023933.jpg)


Now, disable the visibility on your base layer. We won't be needing it anymore, and its presence will only make the edges of our sprite sharper and uglier.

This is where the fun begins. Create a new blank layer, and name it Paint-Over. We're now going to try to smooth out any rough parts on our sprite.

The general idea with this step is to find grainy and blended areas of color, and make them more uniform, like a sprite usually is. In other words, we want harder and sharper color transitions, instead of smooth gradients and turbulence.

With the eyedropper tool (hotkey I), find a problem area. Sample one of the colors in that area, and begin to paint it over. Make sure you're using the pencil tool for this (Click and hold over the brush tool to see other brush options). Also make note that you only need to do it to one side of the ship (if it's symmetrical). In the end, you can just duplicate your paint over layer (and the others to come), and it'll save you 50% of the work.

(http://img221.imageshack.us/img221/3003/26592272n.jpg)

As you can see in the picture, the right side looks more uniform than the other side. While it might not necessarily look better, it provides a good foundation for our next step: detailing.

Create a new layer, and set its mode to multiply. At this point, we stop preparing the ship for making it look good--here, we actually make it look like a sprite. Set the brush width to 1px (still using the pencil tool), and select shades of grey--usually a shade right in the middle of black and white works well for this. It depends on how much you want your ship to "pop". If your detailing is too dark, the ship will look silly, and if it's too light, then it will also look silly. Experiment to see what works best.

When it comes to detailing, I find that outlining distinct parts of the ship is a good place to begin.

(http://img685.imageshack.us/img685/2471/87658256.jpg)

Again, you only need to work on one half of the ship, we can duplicate and flip it later.

The next step is to add smaller details--like hull plating, little dots and squares, etc.

(http://img585.imageshack.us/img585/2589/19562140.jpg)

Finally, if you're satisfied with the result, we duplicate both the paint-over and detail layer. Flip the copies horizontally, and align them properly.

(http://img684.imageshack.us/img684/5891/16676723.jpg)


The last step is adding lights, if you want them. Create a new layer, and set its mode to linear dodge. Move it above the ambient occlusion layer. Choose a color that you want your lights to be, and add them wherever you want.

When you're done, duplicate that layer, set its mode to normal, and put it underneath the light layer. Go to filter>blur>Gaussian blur, and set the radius to about 0.5. Hit OK.

(http://img840.imageshack.us/img840/6021/64622142.png)


Do any last-minute touch-ups you need, and then you're done! Export it as a .png file with a transparent background.


(http://img23.imageshack.us/img23/2311/scug.png)



I hope you found this tutorial helpful. And, an offer: if anyone wants their model rendered off by me, don't hesitate to ask. As long as I don't get swamped with requests (which I doubt will happen) I'd be happy to render a ship here and there. I won't, however, do all the post work. That's your job :P
[close]

 http://www.youtube.com/watch?v=8Wr3O4yPxZg

Spoiler
(http://i.imgur.com/FgYMn.png)
[close]
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: mendonca on August 21, 2012, 03:36:20 AM
A couple of brief descriptions of the processes I have used for a couple of my sprites:

Building the Kraken - simple texturing using David's original sprites (http://fractalsoftworks.com/forum/index.php?topic=2818.msg38115#msg38115)

Spriting the Boxer (http://fractalsoftworks.com/forum/index.php?topic=22.msg4333#msg4333)
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: TheHappyFace on August 21, 2012, 04:05:16 AM
A couple of brief descriptions of the processes I have used for a couple of my sprites:

Building the Kraken - simple texturing using David's original sprites (http://fractalsoftworks.com/forum/index.php?topic=2818.msg38115#msg38115)

Spriting the Boxer (http://fractalsoftworks.com/forum/index.php?topic=22.msg4333#msg4333)

thank you , those will certainly come in handy.
i'll add them as quick as possible.

edit: created guide for making simple shades and lights

edit2: still cant figure out how to solve my maximum amount of words problem....
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: Sproginator on August 21, 2012, 07:20:22 AM
A couple of brief descriptions of the processes I have used for a couple of my sprites:

Building the Kraken - simple texturing using David's original sprites (http://fractalsoftworks.com/forum/index.php?topic=2818.msg38115#msg38115)

Spriting the Boxer (http://fractalsoftworks.com/forum/index.php?topic=22.msg4333#msg4333)

thank you , those will certainly come in handy.
i'll add them as quick as possible.

edit: created guide for making simple shades and lights

edit2: still cant figure out how to solve my maximum amount of words problem....
Screenshot the words, upload the screenshots, job done
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: TheHappyFace on August 21, 2012, 07:53:31 AM
A couple of brief descriptions of the processes I have used for a couple of my sprites:

Building the Kraken - simple texturing using David's original sprites (http://fractalsoftworks.com/forum/index.php?topic=2818.msg38115#msg38115)

Spriting the Boxer (http://fractalsoftworks.com/forum/index.php?topic=22.msg4333#msg4333)

thank you , those will certainly come in handy.
i'll add them as quick as possible.

edit: created guide for making simple shades and lights

edit2: still cant figure out how to solve my maximum amount of words problem....
Screenshot the words, upload the screenshots, job done

thanks although this is a hell of a job to do with all turtorials especially the one you made which is text,picture,text,picture....
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: Sproginator on August 21, 2012, 08:46:27 AM
A couple of brief descriptions of the processes I have used for a couple of my sprites:

Building the Kraken - simple texturing using David's original sprites (http://fractalsoftworks.com/forum/index.php?topic=2818.msg38115#msg38115)

Spriting the Boxer (http://fractalsoftworks.com/forum/index.php?topic=22.msg4333#msg4333)

thank you , those will certainly come in handy.
i'll add them as quick as possible.

edit: created guide for making simple shades and lights

edit2: still cant figure out how to solve my maximum amount of words problem....
Screenshot the words, upload the screenshots, job done

thanks although this is a hell of a job to do with all turtorials especially the one you made which is text,picture,text,picture....
Yep
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: Avan on August 21, 2012, 10:14:16 AM
I noticed you had a collection of samples growing, and I recently added (just this morning in fact) a large image with all the ships in my mod so far, which you can include: (its under the spoiler tag near the top) http://fractalsoftworks.com/forum/index.php?topic=977.0

I'd recommend using this link of the image (as opposed to re-uploading it), since it will be updated with time (in fact it will likely this weekend with the next update) and this way the copy here would stay up-to-date. Actually here it is anyways: https://dl.dropbox.com/u/3061400/shipchart.png (High/Mid/Low tech ships are mostly kitbashes with custom bits, while the Post-Collapse and Pre-Autofactory ships are all hand-drawn)
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: TheHappyFace on August 21, 2012, 11:51:56 AM
I noticed you had a collection of samples growing, and I recently added (just this morning in fact) a large image with all the ships in my mod so far, which you can include: (its under the spoiler tag near the top) http://fractalsoftworks.com/forum/index.php?topic=977.0

I'd recommend using this link of the image (as opposed to re-uploading it), since it will be updated with time (in fact it will likely this weekend with the next update) and this way the copy here would stay up-to-date. Actually here it is anyways: https://dl.dropbox.com/u/3061400/shipchart.png (High/Mid/Low tech ships are mostly kitbashes with custom bits, while the Post-Collapse and Pre-Autofactory ships are all hand-drawn)

thank you for those examples  :)
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: TheHappyFace on August 23, 2012, 02:25:33 AM
Hello everyone

i think its time to use this thread for one of the reasons i made it.
Spoiler
(http://i.imgur.com/GPWXB.png)
[close]
here i got some sprites which i am working on atm.
i am asking all of you wo see this to give me some comments about them.
i love compliments but this time i am not asking for those i want some serious comments.
negative reactions on my sprites so that i can improve them
and wo knows some other spriters might learn from it too.

the style from these ships resembles that of the movie treasure planet.
they have a rennaisance look ,but they're sails (or whatever its called in english) cath sunlight instead of wind.

ps. i invite any and all spriters to place they're sprites here to receive comments (not only compliments)
ow but please dont start placing all your sprites here just a few so its easier to comment and
this thread doesnt get overloaded  ;)
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: Psiyon on August 23, 2012, 09:20:47 AM
The sprites are nice, but there are two things that bother me:

1: The weapon mounts. Generally, I'd have the little triangle inside them pointing in whatever direction you want the weapon to face (Meaning, the middle ship's fore and aft mounts should be flipped horizontally, and the middle starboard/port mounts should be rotated 90 degrees in the appropriate direction). This is, of course, a personal preference, but I make this mistake all the time and it bugs me.

2: The sails. They look flat, and very close to the main deck. I'd suggest a little more shading on some of the ships around their edges to give the illusion of depth, like the second ship on the left (though the back side of that sail appears to be unshaded).

Other than that, I like the wooden appearance they have. I also like the subtle asymmetric elements of each.
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: theSONY on August 23, 2012, 12:51:09 PM
Great Topic, Thx for all the Tutorials, maybe  will use some of that info  ^^  cuz im still a "NewBee"
thats it, carry on
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: TheHappyFace on August 24, 2012, 03:25:46 AM
The sprites are nice, but there are two things that bother me:

1: The weapon mounts. Generally, I'd have the little triangle inside them pointing in whatever direction you want the weapon to face (Meaning, the middle ship's fore and aft mounts should be flipped horizontally, and the middle starboard/port mounts should be rotated 90 degrees in the appropriate direction). This is, of course, a personal preference, but I make this mistake all the time and it bugs me.

2: The sails. They look flat, and very close to the main deck. I'd suggest a little more shading on some of the ships around their edges to give the illusion of depth, like the second ship on the left (though the back side of that sail appears to be unshaded).

Other than that, I like the wooden appearance they have. I also like the subtle asymmetric elements of each.

thanks for your comment.

(http://i.imgur.com/Xlxo0.png)
is this better? i changed the mounts which was not a big deal.
it seems i did that wrong from the start... but its not that big of a problem
although it does look better this way.  :)

the sails were a bit harder.
i changed the colour a lot mainly because i like it this way
, but also because it was hard to increase depth with the last kind of sail.
hope you like them better.
do you think they have enough depth? or shall i work on it more?
in the second case i think i would need some advice :/

@theSONY
Great Topic, Thx for all the Tutorials, maybe  will use some of that info  ^^  cuz im still a "NewBee"
thats it, carry on
thanks for the compliment , hope to see some sprites of you soon that i can comment on.  ;D
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: Upgradecap on August 24, 2012, 03:52:05 AM
nice ships, happyface! Sails look better now. :)
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: theSONY on August 24, 2012, 07:45:54 AM
thanks for the compliment , hope to see some sprites of you soon that i can comment on.  ;D
well there alredy there, but  there are just 2 sprites no big deal
 
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: Aleskander on August 26, 2012, 12:15:33 PM
Any tips on coloring sprites that are very slanted?
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: TheHappyFace on August 27, 2012, 01:13:05 AM
Any tips on coloring sprites that are very slanted?

if you mean by colouring filling it up with one single colour then you could just use the bukkit or
if you made lines which have a lot of transparantie (fuzzie) on the sides you could make another layer
fill that layer up with the chosen colour, then go back to the main layer use magic wand to select the area around the sprite,
go back to the coloured layer and delete all coloured space outside the sprite. you could use the bar at the top of your screen (with paint.net) to change how much of the transparant colour on the side will be outside the sprite or inside.

for shading its a bit harder. i think the only right way would be doing it by hand which means dragging lines while changing the brightness
every time you drag a new one.

not what you asked for? try to be more specific please and i am not that good in english i had to look up the word slanted  ;)
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: XpanD on August 27, 2012, 08:40:52 AM
Just finished my first own weapon sprite (very loosely kitbashed off of the Plasma Cannon), which I might use in a mod. It's supposed to become a large-slotted sniper rifle of sorts. It's made up of 3 pieces (recoiling barrel, rotary gun and steady base), which I've combined into this picture for clarity's sake. Am I on the right track here?
(http://ugstunt.com/worksmen_mass_driver.png)
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: TheHappyFace on August 27, 2012, 09:01:49 AM
Just finished my first own weapon sprite (very loosely kitbashed off of the Plasma Cannon), which I might use in a mod. It's supposed to become a large-slotted sniper rifle of sorts. It's made up of 3 pieces (recoiling barrel, rotary gun and steady base), which I've combined into this picture for clarity's sake. Am I on the right track here?
(http://ugstunt.com/worksmen_mass_driver.png)

your certainly on the right track!  ;)

i just got a couple of things to say/ask\

-have you checked if the picture fits on the mount? i havent but just in case.
-is this for the hardpoint or the turret? maybe both? if its turret, a lopt of people preffer it to be symmetrical at its base,
but this is just a commonly accepted opinion.
-one thing that botheres me especially is the shading although this is mainly when i zoom in.
 it would get more depth if you could make a shading layer above it like i explained in the light and shading guide.
i see you did do some shading especially on the top part but trust me its easier and faster to use the way from that guide.\

i have nothing more important say. i can allready see your quiet good at this.
your are allready a better weapon spriter than i am ;)
wanna join the cealus team? we could use you.
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: XpanD on August 27, 2012, 09:06:48 AM
Thanks for the quick and helpful reply! To be honest I haven't gotten around to checking all the guides yet, so that's certainly on my to-do list. As for mounting - this is the turret version, but the position of the mount will probably change later. I'll be sure to check how it looks in a hardpoint configuration - that's a good pointer!

And as for Caelus, I think this mod will take enough of my time already for now. It's appreciated, though! :)
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: Mr Magpie on August 27, 2012, 10:10:09 AM
After snooping around this thread for quite some time, I finely decided to have a stab at making my own sprite. After my first attempt went rather badly I was a bit disheartened. But, determined to make at less a descent sprite, I had another go. The result far exceeded my expectations.

(http://img441.imageshack.us/img441/7890/starfarertest2.png)

So here it is, a light cruiser similar to the Falcon-Class made completely from scratch (except the mounts which where kitbashed) with Paint NET. I didn’t now where to post this so I thought here would be a good start.

Being a bit of a perfectionist, I always look at this and think it could be a bit better but what do you guys think?
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: TheHappyFace on August 27, 2012, 10:31:11 AM
well well well what do we have here.
looks quiet good for a starter. my compliments  :)

there are just 1 thing that bothers me.
the two side wings in the back.
they seem a bit lower than the rest of the ship.
did you intend this?
if so it would look better if they were darker so that it matches there position more.

another thing, it doesnt really bother me and its not wrong or anything ,but for a ship this big its quiet... simple.
i am missing out some more details,
although that just my opinion it may be that the faction which uses this ship has the same style of smooth ships.
i think some more details like vents, lights, piping, maybe some mechanical stuff would finish it off.

just one more thing.
Keep drawing! I like it if people draw sprites from scratch  ;D
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: xenoargh on August 27, 2012, 11:06:59 AM
I like the overall design; it feels light and high-tech and fits Starfarer's art style fairly well :) 

Looking over the sprite, I'm also happy to see that, unlike a lot of stuff, this isn't a mess of anti-aliased jaggies at the edges and doesn't have any almost-invisible fuzz around it, but has clean hard edges.  Overall, I think it's a great first public sprite and I look forward to seeing more :)

I've done a quick edit to show, rather than just tell, what I thought could be improved a little:

(http://www.wolfegames.com/TA_Section/grey_death.png)

Critique:

Spoiler
1.  Outside edges need stronger contrast, so that it has a nice, clean line against backgrounds and the shape stays distinct.

2.  Keep the lighting consistent; there were a few areas where I felt like panel lines and other things were ambiguously lit and corrected them.

3.  Add some final detailing to make it feel a bit less mirrored.  And on metallic objects, don't forget to throw in some color; metal is very rarely anything like pure gray, especially if it's been heated or exposed to various abuse.  I kept it really subtle here, in keeping with the stainless-steel styling, but gave it some faint hints of grease stains, etc.

4.  Add some little edge greebles at the end to give it a few unique, non-mirrored touches.
[close]
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: Mr Magpie on August 27, 2012, 03:03:53 PM
Thanks for all the tips and tricks, not to mention the encouragement to continue.

I took on your advise and here is my edited result, a bit of rust is all this really needed.

(http://img713.imageshack.us/img713/7890/starfarertest2.png)
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: theSONY on August 27, 2012, 03:12:16 PM
Thanks for all the tips and tricks, not to mention the encouragement to continue.

I took on your advise and here is my edited result, a bit of rust is all this really needed.

(http://img713.imageshack.us/img713/7890/starfarertest2.png)
Spoiler
(http://distressedhomesolutions.org/wp-content/uploads/2012/08/approved.jpg)
[close]
  ll  ll  ll
 \/ \/ \/
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: xenoargh on August 27, 2012, 05:09:40 PM
100% better, great work :)
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: Trylobot on August 27, 2012, 09:22:19 PM
Mr Magpie, this is incredible work!
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: xenoargh on August 27, 2012, 10:47:22 PM
This is what I worked on pretty much all evening; it's a drawing I scanned with tons of work put into final color and details.  I'm not used to this kind of art, so it's a very experimental piece, trying to get a good feel for this kind of thing and learn how to get it done fast.

I stopped when I felt like perfect was being the enemy of the good.  I feel like it looks great in-game when armed. 

Would like some feedback about what could have been improved so I can apply the lessons learned to the next one :)
(http://www.wolfegames.com/TA_Section/macuahuitl.png)
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: TheHappyFace on August 28, 2012, 12:48:44 AM
(http://www.wolfegames.com/TA_Section/macuahuitl.png)
that looks soo epic  ;D so colourfull.
you should make a faction out of those.
just one thing bothers me.. the depth, it feels kinda flat ,
although i can see parts that i think should be round but the shades dont show.
add some more shading to make the depth better and its perfect  ;D

edit: and maybe add some details too make it less symetrical  :)
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: theSONY on August 28, 2012, 06:06:03 AM

(http://www.wolfegames.com/TA_Section/macuahuitl.png)

:D do ony I see a smiling Gorilla with his arm lifted ready to smash or something ? :D
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: XpanD on August 28, 2012, 01:25:35 PM
Been messing with the guides posted here a bit, and I feel I've gotten quite far! I am a bit puzzled on shadow layers (they mess with my transparency/easy-of-turning-stuff-transparent), but things seem to be going well enough even without that. I've started getting more into the smaller details now, and was really wondering what you guys thought of my latest work showcasing that stuff.

(http://ugstunt.com/godhandold.png)

I'm using Paint.NET to draw outlines and basic shapes as well as color stuff in (similar to the Ferrus guide), after which I move onto GIMP to do hue/saturation adjustments and add lots of detail. Fine detail usually comes from small parts of core game ships, thrown through a bunch of perspective/aspect changes and then sharpened with a small brush. The rougher stuff is manually drawn on (stuff like colored patches and simple details) and then drawn through a series of filters. The above ship took me about 7 hours to make, though I had to redo lots of things there as I ended up learning a lot of tricks. Any ideas on how to improve my speed and/or quality? Keep in mind I suck at actually drawing stuff! :P

EDIT: Accidentally replaced picture, so uploaded the old one and edited this post to show it. :)
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: Mr Magpie on August 28, 2012, 02:13:23 PM
While the attention too detail is all very good, the design is very simple and a bit boring. You should try too make your spaceships look exciting, not just several circles stuck together. Remember spaceships have to look purposeful and most of all, epic!

I find that the design process is more important than doing all the fiddly details. I know you said you weren’t great at drawing but you should try make a few quick sketches first, to home in on a good overall design.

Apart for that, the detailing is very good, if you can combine it with a neat ship design you’ll be on to a winner. :)
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: xenoargh on August 28, 2012, 09:11:28 PM
Kept it a little more reasonable tonight, in terms of time investment.  I think I'm starting to get the hang of this :)
(http://www.wolfegames.com/TA_Section/speeder.png)

Coming soonish:
(http://www.wolfegames.com/TA_Section/sparrowhawk_wip.png)
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: TheHappyFace on August 29, 2012, 03:42:25 AM
Kept it a little more reasonable tonight, in terms of time investment.  I think I'm starting to get the hang of this :)
(http://www.wolfegames.com/TA_Section/speeder.png)

Coming soonish:
(http://www.wolfegames.com/TA_Section/sparrowhawk_wip.png)
overall i like the design and the drawing is quiet good.
the only thigs that bothers me is that the back looks a bit flat fragile.
While the attention too detail is all very good, the design is very simple and a bit boring. You should try too make your spaceships look exciting, not just several circles stuck together. Remember spaceships have to look purposeful and most of all, epic!

I find that the design process is more important than doing all the fiddly details. I know you said you weren’t great at drawing but you should try make a few quick sketches first, to home in on a good overall design.

Apart for that, the detailing is very good, if you can combine it with a neat ship design you’ll be on to a winner. :)


dont forget to say something about the outlines  ;)
try outline it but dont make it look like its outlined.
outlines can make stuff more clearly but willl also tend to make things flat.
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: XpanD on August 29, 2012, 04:29:20 AM
While the attention too detail is all very good, the design is very simple and a bit boring. You should try too make your spaceships look exciting, not just several circles stuck together. Remember spaceships have to look purposeful and most of all, epic!

I find that the design process is more important than doing all the fiddly details. I know you said you weren’t great at drawing but you should try make a few quick sketches first, to home in on a good overall design.

Apart for that, the detailing is very good, if you can combine it with a neat ship design you’ll be on to a winner. :)

I agree, it is a bit boring. I had a different design sketch originally, but it came out far too spartan - I can't seem to get large ships right just yet. Instead I decided to turn what I had into a mobile defense platform of sorts, though the outcome was a bit bland indeed with the odd way it came to be. I'm happy to hear you like the details, though - that was what I learned most of when I was creating this thing, and that's what I'll apply to more interesting designs later. ;)

dont forget to say something about the outlines  ;)
try outline it but dont make it look like its outlined.
outlines can make stuff more clearly but willl also tend to make things flat.

Funny you should say that - I've actually been playing with edge brightness and general contrast/sharpness a bit lately, which tidied up the outlines a lot in my personal view. Have a look:

(http://ugstunt.com/godhandold.png)

(http://ugstunt.com/godhand.png)

Old above, new below. What do you think?

PS. I'll stop thread-jacking after this post - I have my own topic for my own stuff too, now. :P
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: TheHappyFace on August 29, 2012, 06:50:51 AM
well i was actually pointing at the circles wo all seem to be outlined.
ow its not really thread-jacking since the thread is started for this kind of stuff  ;)
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: Mr Magpie on August 29, 2012, 10:32:33 AM
I’m really enjoying this new found talent in spriting but the problem is I don’t now what to do with them. The ultimate aim would be to get them in a mod but I couldn’t mod even if my life depended on it.

Any ideas?

Also, I would like your approval of you latest sprite.

(http://img515.imageshack.us/img515/6501/starfarersprite1.png)
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: XpanD on August 29, 2012, 10:40:00 AM
That looks like it'd be fun to fly!
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: xenoargh on August 29, 2012, 11:26:23 AM
Well, there's the Spiral Arms thread; I'm giving stuff away there; that helps modders out with content and it's a good way to keep practicing :)

In terms of critique, I'd like to see a bit more attention on those center panels' lighting and a few other spots.

Aesthetically, I'm also not sure about the weapons placement, because it feels like it'll get pretty crowded, and it's a bummer having your ship completely covered up with turret sprites, like the Wolf is.  It's one of the reasons why the BUILT_IN and HIDDEN weapon slots were such nice additions to this game engine.
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: TheHappyFace on August 30, 2012, 01:41:13 AM
I’m really enjoying this new found talent in spriting but the problem is I don’t now what to do with them. The ultimate aim would be to get them in a mod but I couldn’t mod even if my life depended on it.

Any ideas?

Also, I would like your approval of you latest sprite.

(http://img515.imageshack.us/img515/6501/starfarersprite1.png)

could you change the lining a bit?
make them a bit more grey and less black maybe?
and you made some lines (probaply vents) at the top.
they seem a bit off , a bit flat, maybe it would be better if they were sloping(is this the right word? ) too?
besides that i like it  :D

edit: added warstalkers guide for drawing from scratch
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: Trylobot on August 30, 2012, 11:04:07 AM
I disagree with HappyFace: I like the ship as-is
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: TheHappyFace on August 31, 2012, 02:28:56 AM
why do i have the strange feeling that people are voting for the guide they made themselfs.
almost all guides got 1 vote :/
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: Trylobot on September 03, 2012, 12:05:34 PM
TheHappyFace: This thread is not the place to post new sprites and ask for critiques. It's supposed to be a sticky about spriting in general, with tutorials.

If you have a new sprite that you want feedback on, please post it in the main Modding forum. Otherwise I'm going to have to lock the thread and remove replies like this one.
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: ValkyriaL on September 23, 2012, 11:02:28 AM
If someone actually made an Arkship, i sure as hell would like to see it  ;D
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: Thaago on October 02, 2012, 11:15:14 AM
I'm looking for a little help spriting with Battleships Forever: could some people share which parts packs they import in order to have decent looking segments?

I've downloaded this build: http://www.wyrdysm.com/phpBB3/viewtopic.php?f=23&t=5764
which has tons of custom segments, but there are so many and 95% are the 2-d line drawings that are completely useless for Starfarer. Or is there an easy way of filling those in with a matte color?

Thanks!
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: Sproginator on October 02, 2012, 11:34:04 AM
If someone actually made an Arkship, i sure as hell would like to see it  ;D
Dammit, why'd you have to say that? -_-', now we all have some fun things to do -_-'
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: TheHappyFace on October 03, 2012, 01:15:23 AM
I'm looking for a little help spriting with Battleships Forever: could some people share which parts packs they import in order to have decent looking segments?

I've downloaded this build: http://www.wyrdysm.com/phpBB3/viewtopic.php?f=23&t=5764
which has tons of custom segments, but there are so many and 95% are the 2-d line drawings that are completely useless for Starfarer. Or is there an easy way of filling those in with a matte color?

Thanks!
I have no experiance in the BSF editor ,
but sproginators guide does tell you how it works and i thought it gave a link to a part pack.
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: Sproginator on October 03, 2012, 01:25:54 AM
That is correct, yes :), I'm shocked anyone uses it!
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: Thaago on October 03, 2012, 04:14:44 AM
Yup! The problem is that the parts pack is mostly filled with parts that have no shading - unless there is some trick then 95% of it is useless. However, any folder that ends in -sw or -swnc usually has usable parts so I'm pretty good now.
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: TheHappyFace on October 03, 2012, 05:29:15 AM
Yup! The problem is that the parts pack is mostly filled with parts that have no shading - unless there is some trick then 95% of it is useless. However, any folder that ends in -sw or -swnc usually has usable parts so I'm pretty good now.
well as far as i understood from sprog is that he starts of building the ships out of lines with bsf and then filles it up and shades it in paint.net.
am i right sprog?
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: Sproginator on October 03, 2012, 06:09:47 AM
Yup! The problem is that the parts pack is mostly filled with parts that have no shading - unless there is some trick then 95% of it is useless. However, any folder that ends in -sw or -swnc usually has usable parts so I'm pretty good now.
well as far as i understood from sprog is that he starts of building the ships out of lines with bsf and then filles it up and shades it in paint.net.
am i right sprog?
I tend to do it kinda weirdly, I put some shapes around for a vague outline, then proceed to add some parts inside, get the general look, change it depending on the overall look, and then edit it more in paint.net
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: Okim on December 20, 2012, 11:45:33 PM
Just came here to ask to refresh the sprites of mine on the first page. They were modified some time ago :)
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: TheHappyFace on December 21, 2012, 07:56:56 AM
good idea. actually almost forgot this thread... ;)

edit: done
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: Piroton on December 21, 2012, 07:01:54 PM
I'm looking for a little help spriting with Battleships Forever: could some people share which parts packs they import in order to have decent looking segments?

I've downloaded this build: http://www.wyrdysm.com/phpBB3/viewtopic.php?f=23&t=5764
which has tons of custom segments, but there are so many and 95% are the 2-d line drawings that are completely useless for Starfarer. Or is there an easy way of filling those in with a matte color?

Thanks!
Just my little bits of advice

There's a little file in your Battleships Forever folders called "smsprites.ini". This file contains the file directories of every sprite you see in the sidebars (activate sidebars with z). I've been using a modified version of this done by some members of the BSF community a while back - It's available here. (https://dl.dropbox.com/u/10958587/smsprites2.ini)

To get the 'look', any sprite folder with "-sw" or "-swnc" in its name should have sprites that work just fine, as Thaago mentioned.

To get all the sprites working, you can either drag-and-drop the images from the sprites' folders into the ShipMaker [note: this does not work on Windows 7, for some reason] or you can use the modified smsprites.ini file. Another thing to note is colour when working with the sprites - it is entirely possible to set custom colours that load on startup for your colour palette (I believe it's right-clicking [or ctrl-clicking] on the sidebar with the colours, then selecting "save colours") but said colours shouldn't be saturated - saturation and the sprites don't mix well.
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: TheHappyFace on December 22, 2012, 04:57:17 AM
any chance you could rewrite this into a turtorial so i can put it with the rest?
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: Cycerin on January 13, 2013, 07:06:10 AM
(http://i.imgur.com/ng4Qo.png)

Supposed to be the oldest Blackrock ship still in active service. I wonder what to do with it. Ships devoid of asymmetry are usually less interesting, gameplay-wise... so I'll add some.

Was thinking armed exploration ship.

EDIT: ***, thought this was the other sprite thread
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: ValkyriaL on January 13, 2013, 07:57:07 AM
Hmm.. could be deep-space science vessel as well, it does give me that feel.
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: Cycerin on January 13, 2013, 08:28:35 AM
Yeah, you're right. :)
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: Sandremo on February 26, 2013, 01:11:11 AM
Uh... since i like starsector and i wanted to help EnderNerdcore with his freespace 2 mod i'm now trying to learn spriting... but i cant seem to find any basic guides on weapon sprites... Modding seems a bit difficult so i think i might need some hand holding here. XD

Any help to point me in the right direction and/or tips would be... uh nice?

-Sandremo

PS. I looked through this guide only stuff about ships.. or is the basic concept the same?

Edit: Or i should actually read through the bloody wiki first before begging for help..
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: Pelly on February 26, 2013, 01:27:59 AM
Uh... since i like starsector and i wanted to help EnderNerdcore with his freespace 2 mod i'm now trying to learn spriting... but i cant seem to find any basic guides on weapon sprites... Modding seems a bit difficult so i think i might need some hand holding here. XD

Any help to point me in the right direction and/or tips would be... uh nice?

-Sandremo

PS. I looked through this guide only stuff about ships.. or is the basic concept the same?

Edit: Or i should actually read through the bloody wiki first before begging for help..
http://www.youtube.com/watch?v=mA-Qpk8FNnM
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: Sandremo on February 26, 2013, 01:53:01 AM
Aye that's what i mean by reading the wiki but thanks anyway. :D
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: TheHappyFace on February 26, 2013, 05:33:18 AM
added to the guides
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: hadesian on April 13, 2013, 01:34:18 PM
Guys, how do I force GIMP to run on my 7970? I'm getting a ton of lag dragging the sprite around and I really want to show you all the redesigned Wanderer but this is slowing me down a ton
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: TheHappyFace on April 14, 2013, 03:38:43 AM
7970 is your graphics card?
if so do you have multiple graphic card?
if so you can just disable the one which is worst,
but you can also just try out a different program.

strange that it lags so muich while a sprite is something so little.

it might just be something else causing the lag. have you checked your processes in the task manager.
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: hadesian on April 14, 2013, 05:39:58 AM
7970 is your graphics card?
if so do you have multiple graphic card?
if so you can just disable the one which is worst,
but you can also just try out a different program.

strange that it lags so muich while a sprite is something so little.

it might just be something else causing the lag. have you checked your processes in the task manager.
I have a single 7970, along with 8GB of 1,600MHz CAS9 and a stock clock i5 3570K at 3.4GHz. My CPU usage spikes to around 35% with CPU 0 taking the brunt of usage. Memory usage sits nicely at 33% with Steam, Chrome and Skype running so that's not an issue either.
Really weird.
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: hadesian on April 14, 2013, 11:50:11 AM
Behold! And help.
Spoiler
(http://i.imgur.com/oJkQ0qN.png)
[close]
This is Wanderer. Currently, I have a few problems... let's see if I can garner any advice.
1. Wings I'm pretty much 100% OK with, but if you can see any problems or such do tell.
2. Those engine blocks suck. The three rectangles by the wings feel devoid of real... engineness. Plus the middle rectangles are meant to be stacked with a block of a different colour sandwiched between them (this will be where a phase glow will appear too).
I've put it on a black background due to the excessive white colours
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: Sproginator on April 14, 2013, 11:55:48 AM
It's just a few boxes, not much to try to talk about xD
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: TheHappyFace on April 14, 2013, 12:50:32 PM
please post your sprites in the spriters judgement thread.
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: Vinya on April 16, 2013, 10:16:52 PM
Demo on animating weapon bays: http://fractalsoftworks.com/forum/index.php?topic=6028.0
Not really instruction manual, just an outline of how I work and what the end result was.
I'll be doing more of these as I work on my mod, should I post more links here?
Title: Re: The thread for spriters (ask questions, give answers, submit guides and more..)
Post by: TheHappyFace on April 17, 2013, 12:56:57 AM
altough i like the animation i dont think this is the right thread.
just for guides.. but thanks for reminding me i needed to change the threads name x).
Title: Re: A spriter's first toolbox
Post by: WarStalkeR on June 15, 2013, 04:01:04 AM
Ship sizes (thanks to sproginator)
Spoiler
(http://i.imgur.com/lQ8Jt.png)
[close]
Khm... Actually, Ship Sizes list is by me :)
For reference were used Long Axis of ships from EVE Online.
Title: Re: A spriter's first toolbox
Post by: TheHappyFace on June 15, 2013, 04:10:45 AM
sorry my bad. they were in a post by sproginator ,but i'll change it :3
Title: Re: A spriter's first toolbox
Post by: Sproginator on June 15, 2013, 05:09:35 AM
Yeah, I quoted the post by him xD
Title: Re: A spriter's first toolbox
Post by: ValkyriaL on June 15, 2013, 05:54:43 AM
If we are going to go by Starsector ship sizes, i made one a while back that is included in my mod.

Quote
These sizes are what starsector can handle regularly without consuming all memory and causing an OutOfMemory Crash, also the true and most commonly used sizes for sprite classification.

Arkship ~ 1750 - 2500 pix
Titan ~ 750 - 1750 pix
Dreadnought ~ 650 - 750 pix
Mothership/Supercarrier ~ 550 - 650 pix
Battleship/Battlecruiser ~ 350 - 550 pix
Superheavy Cruiser/Heavy Cruiser ~ 300 - 350 pix
Superheavy Destroyer/Cruiser ~ 225 - 300 pix
Heavy Destroyer/Destroyer ~ 175 - 225 pix
Heavy Frigate/Heavy Gunship ~ 125 - 175 pix
Frigate/Gunship/Heavy Corvette ~ 75 - 125 pix
Corvette ~ 50 - 75 pix
Heavy Fighter/Bomber ~ 35 - 50 pix
Fighter/Interceptor ~ 20 - 35 pix
Heavy Drone/Drone ~ 5 - 20 pix

/ValkyriaL
Title: Re: A spriter's first toolbox
Post by: TheHappyFace on June 15, 2013, 07:17:51 AM
thanks valk, i actually like yours better x).
i'll replace it
Title: Re: A spriter's first toolbox
Post by: Thule on June 15, 2013, 08:48:47 AM
If we are going to go by Starsector ship sizes, i made one a while back that is included in my mod.

Quote
These sizes are what starsector can handle regularly without consuming all memory and causing an OutOfMemory Crash, also the true and most commonly used sizes for sprite classification.

Arkship ~ 1750 - 2500 pix
Titan ~ 750 - 1750 pix
Dreadnought ~ 650 - 750 pix
Mothership/Supercarrier ~ 550 - 650 pix
Battleship/Battlecruiser ~ 350 - 550 pix
Superheavy Cruiser/Heavy Cruiser ~ 300 - 350 pix
Superheavy Destroyer/Cruiser ~ 225 - 300 pix
Heavy Destroyer/Destroyer ~ 175 - 225 pix
Heavy Frigate/Heavy Gunship ~ 125 - 175 pix
Frigate/Gunship/Heavy Corvette ~ 75 - 125 pix
Corvette ~ 50 - 75 pix
Heavy Fighter/Bomber ~ 35 - 50 pix
Fighter/Interceptor ~ 20 - 35 pix
Heavy Drone/Drone ~ 5 - 20 pix

/ValkyriaL

To be honest, it should state if the pixels are the length and/or width of the respective ship.
To have a really accurate scale of what the ship could be classified as, the actual pixelmass (total number of pixels the sprite has) would be of more significance IMO.


FRIGATES
Hyperion      Frigate         frigates   HIGH      2418
Hound      Frigate         frigates   LOW      2843
Wolf         Frigate         frigates   HIGH      3032
Omen         Frigate         frigates   HIGH      3037
Tempest      Frigate         frigates   HIGH      3380
Lasher      Frigate         frigates   LOW      3884
Vigilance      Frigate         frigates   MID      3954
Brawler      Gunship         frigates   MID      4402
Shade      Phase Frigate           frigates   HIGH           4790
Afflictor      Phase Frigate           frigates   HIGH           5707

DESTROYER
Buffalo Mk.II   Destroyer         destroyer   LOW      9304
Hammerhead   Destroyer         destroyer   MID      11496
Enforcer      Destroyer         destroyer   LOW      12279
Sunder      Destroyer         destroyer   MID      12594
Medusa      Destroyer         destroyer   HIGH      12622
Condor      Light Carrier      destroyer   LOW      13062
Mule   Combat    Freighter         destroyer   LOW      13590
Gemini      Freighter         destroyer   MID      14405
Valkyrie      Troop Transport      destroyer   MID      16474

CRUISER
Falcon      Light Cruiser      cruiser   MID      18124
Eagle         Cruiser         cruiser   MID      22093
Venture      Cruiser         cruiser   LOW      22304
Aurora      Cruiser         cruiser   LOW      23845
Apogee      Cruiser         cruiser   HIGH      24082
Dominator      Heavy Cruiser      cruiser   LOW      27120
Doom   Phase    Cruiser         cruiser   HIGH      29652

CAPITOL
Odyssey      Battlecruiser      capitol   HIGH      40722
Conquest      Battlecruiser      capitol   MID      51804
Onslaught      Battleship         capitol   LOW      64812
Paragon      Battleship         capitol   HIGH      73625
Title: Re: A spriter's first toolbox
Post by: ValkyriaL on June 15, 2013, 09:04:33 AM
Its commonly the length and width together that represents the size on a ship by whichever of them is the widest or longest, thus that is used to classify it, I could make a ship 2/3s or half the length or width of the paragon with the same amount or more pixels, does that make it a larger ship?

in Rl, maximum mass is used to classify ships, but this is Starsector, where size is the classifying point, since weight is just a number we apply ourselves, i can make a frigate sized sprite weight 3000 (whatever we measure it in), does that make it a battleship?

~ 150 - 200 <-- this ship class is applied if a ships width or length in pixels , whoever is the longest, is within/around these numbers.
Title: Re: A spriter's first toolbox
Post by: TheHappyFace on June 15, 2013, 09:48:08 AM
thank you all for putting effort in this, but in my opinion sizing your ships is still a matter of looking at vanilla ships.
It is not an exact science. these numbers are just guidelines.

ps. @Thule
and your post is too long to fit in the OP x)
Title: Re: A spriter's first toolbox
Post by: Ravendarke on July 23, 2013, 11:42:23 AM
Imho Thule´s approach to ships sizes is best. Ofc best, basically mandatory is comparison with vanila ships, but this is actually interesting method and data.

So "pixelmass" +1
Title: Re: A spriter's first toolbox
Post by: TheHappyFace on July 25, 2013, 08:19:32 AM
I added a reference to Thule's description
Title: Re: A spriter's first toolbox
Post by: dmaiski on October 07, 2013, 05:02:32 PM
dosent mass determine the amount of [BOOM] you get when the ship discombobulates?
Title: Re: A spriter's first toolbox
Post by: TheHappyFace on October 11, 2013, 10:29:11 AM
The amount of " BOOM" is determined by the flux capacity ,although this is not the appropriate thread to post such questions. :3
Title: Re: A spriter's first toolbox
Post by: D00D on April 23, 2017, 05:27:04 AM
Hi, is there a vanilla kitbash of small items like Hardpoints, turrets and flux coils? I want to standardize those details with the rest of the modders.
Title: Re: A spriter's first toolbox
Post by: iceball3 on June 16, 2020, 10:03:33 PM
Does anyone know any lossy png compression algorithms that can be used? I've found one called tinypng which performs really well on vanilla sprites, and probably well on modded sprites too, but might have some licensing ramifications. But it does seem like the vanilla filesizes could be improved, and a great possibility of modded filesizes as well, and I'd hope that it'd translate into less vRAM usage. I'm not sure how'd they perform ingame either, so please do let me know if some way the game loads sprites nullifies any filesize mitigations to note, or fails to accept compressed files...
For example, the vanilla mule (56 KB)
(https://cdn.discordapp.com/attachments/273768576731578368/722676934093307935/mule_base.png)
Losslessly exported in GIMP (42 KB)
(https://cdn.discordapp.com/attachments/273768576731578368/722676942033387590/MuleCompressed1.png)
And lossy-compressed in tinypng (14 KB)
(https://cdn.discordapp.com/attachments/273768576731578368/722676946953175050/mule_tiny.png)
I can't actually see any differences, but i'm wondering if anyone knows if lossy compression can mess up shaders or rendering ingame somehow. If lossy compression has no engine or rendering implications, it could be extremely useful for saving resources, just because of how few implications it seems to have against the quality or art style of starsector's ships.
Title: Re: A spriter's first toolbox
Post by: MesoTroniK on June 16, 2020, 10:24:24 PM
I can see compression artifacts, albeit subtle ones.

Anyways as said in the other thread, anything like this will not help. Unless doing "proper" texture compression techniques. But those will badly hurt quality and are only suitable for 3d games.
Title: Re: A spriter's first toolbox
Post by: danando123 on May 05, 2021, 11:46:16 AM
First attempt at a bomber Drone, LMAO, maybe i stick to just playing the game ey hahaha

The Bigger the sprite the worse i make ships LMAO

[attachment deleted by admin]
Title: Re: A spriter's first toolbox
Post by: Golinth on August 02, 2022, 01:11:15 AM
Spoiler
To be honest, it should state if the pixels are the length and/or width of the respective ship.
To have a really accurate scale of what the ship could be classified as, the actual pixelmass (total number of pixels the sprite has) would be of more significance IMO.


FRIGATES
Hyperion      Frigate         frigates   HIGH      2418
Hound      Frigate         frigates   LOW      2843
Wolf         Frigate         frigates   HIGH      3032
Omen         Frigate         frigates   HIGH      3037
Tempest      Frigate         frigates   HIGH      3380
Lasher      Frigate         frigates   LOW      3884
Vigilance      Frigate         frigates   MID      3954
Brawler      Gunship         frigates   MID      4402
Shade      Phase Frigate           frigates   HIGH           4790
Afflictor      Phase Frigate           frigates   HIGH           5707

DESTROYER
Buffalo Mk.II   Destroyer         destroyer   LOW      9304
Hammerhead   Destroyer         destroyer   MID      11496
Enforcer      Destroyer         destroyer   LOW      12279
Sunder      Destroyer         destroyer   MID      12594
Medusa      Destroyer         destroyer   HIGH      12622
Condor      Light Carrier      destroyer   LOW      13062
Mule   Combat    Freighter         destroyer   LOW      13590
Gemini      Freighter         destroyer   MID      14405
Valkyrie      Troop Transport      destroyer   MID      16474

CRUISER
Falcon      Light Cruiser      cruiser   MID      18124
Eagle         Cruiser         cruiser   MID      22093
Venture      Cruiser         cruiser   LOW      22304
Aurora      Cruiser         cruiser   LOW      23845
Apogee      Cruiser         cruiser   HIGH      24082
Dominator      Heavy Cruiser      cruiser   LOW      27120
Doom   Phase    Cruiser         cruiser   HIGH      29652

CAPITOL
Odyssey      Battlecruiser      capitol   HIGH      40722
Conquest      Battlecruiser      capitol   MID      51804
Onslaught      Battleship         capitol   LOW      64812
Paragon      Battleship         capitol   HIGH      73625
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I wanted this updated and with the most recent ships, so I made a Sheets with all of the vanilla ships: https://docs.google.com/spreadsheets/d/1FPLQVeOQ366Cy0BuWAnUhKtHVD8my4HCbSuZdxEy1n0/edit?usp=sharing
Interestingly, the only two ships in vanilla that overlap are the Destroyer Phaeton with 18840 and Falcon with 18249.
Title: Re: A spriter's first toolbox
Post by: JEENAH on November 24, 2023, 11:14:13 AM
A present from ya boy ... Worked more than 5 hours just to make it work in the game. A true pain in the butt. I needed arefresh on how annoying coding is ... Its been 10 years i didn't touch, and i understand why i didn't xD

Surname : The Omega. Files available if people want them.