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Now I'm not a good gfx artist, but I know at least some here on this forum is really talented, so this one goes out to you: It would really benefit the game for bloggers / mags / other forms of printed productions if the characters would be available as huge transparent PNG's.
Say that a video game blog sees this game, and wants to put some of the characters up on the blog, could actually have them available when they ask for such images. Journalists tends to be stressed to meat certain deadlines. And I happen to ask for this since I'm planning to use the characters on a future record cover.
That's right the main theme for Open Surge will be released to 500 stores online. So if there where such resources in different sizes from 300x200 to 3000x2000 pixels then this would make it much easier for journalists, bloggers, and for me as well.
If I use your image then I'll give you publicity as artwork designer. This means that you get your name in the credits. I doubt any money can be arranged though.
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SVG is the answer. vector designs can be streched/shrunk with virtually no loss of quality. I don't work directly with SVG but i can reccomend http://vectormagic.com/ for laying out the basic shapes, saving as SVG then filling in the missing details.
It's basically a bitmap-to-vector conversion tool, free to use online, with a paid standalone version offering more features.
Edit: Jobro's avatar vectorized quite nicely. A larger or sharper source image would have converted better.

Last edited by KZR (2012-08-24 17:20:14)



https://discord.gg/w8JqM7m ---> Open Surge's Discord server
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I'm not sure if vectorizing pixel art is really what you want to do. Conversion issues aside (wonky blocks, etc), detail density doesn't increase when you convert, so even if the lines remain smooth at a larger size, what looks good small doesn't necessarily look good at a large size. If you want something large and good-looking, you should really get something done in that resolution.
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as long as you can edit the vector nodes in *insert app name here* , having half the work done automatically sure helps a lot. But sure, a more experient vector illustrator would prefer starting from scratch and making it quite big to include all the details.



https://discord.gg/w8JqM7m ---> Open Surge's Discord server
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Yeah. I have the feeling that the posing and proportions of the sprite won't look so good at 1k x 1k.
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that's the thing, when doing small stuff, the details that are not rendered are filled in subconsiously by the brain, but when things go big it's easier to spot the places where they are lacking, breaking the illusion that they were there.



https://discord.gg/w8JqM7m ---> Open Surge's Discord server
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Hey everyone,

What do you think?
I will post the SVG later.
If anyone is interested in the original SVG for Sharp,
let me know and I'll post a link.
Last edited by svgmovement (2012-10-08 15:24:12)
-- svgmovement
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nice one, i really like the proportions and expression



https://discord.gg/w8JqM7m ---> Open Surge's Discord server
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Very nice.
This is Surge in 'teen' style.
I like it; however, the skin color isn't quite right: http://upload.surgeswarehouse.com/uploa … 4550PM.png
btw, the colors displayed on the wiki logo are wrong.
Did you get them from there? ![]()
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i agree in the colors critique. we should always refer to the game sprites for color palettes.



https://discord.gg/w8JqM7m ---> Open Surge's Discord server
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Hello, everyone,
Yes, I did get the colors from the wiki picture. I thought
the colors were off, but I figured it was just the screen
I was using. I will change first chance I get.
EDIT:
Is this better? I used the colors directly from the sprite.
Last edited by svgmovement (2012-10-11 15:51:31)
-- svgmovement
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Here are links to the SVG versions for Surge
and Sharp on my Dropbox:
Is it possible for the wiki to support SVG images as well as
JPEG, PNG, and GIF?
Last edited by svgmovement (2012-10-12 00:39:45)
-- svgmovement
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Very nice, svgmovement. ![]()
Is it possible for the wiki to support SVG images as well as
JPEG, PNG, and GIF?
Now it is, http://opensnc.sourceforge.net/wiki/ind … ccpt1a.svg
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Thanks, Alexandre. ![]()
Are there any more changes I can make
to improve the concept art? I am open
to suggestions.
-- svgmovement
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@svgmovement
What do you use to make these SVGs?
My Souncloud
My YouTube Channel
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Hey S32X,
I use Inkscape when I want to finish the SVG quickly or when the
SVG has a lot of content (like the Sunshine Paradise concepts).
However, when I have time, I use a combination of GIMP and a
text editor to develop the SVG.
I load a scan into GIMP and lay out all the paths. Then I export the
paths to SVG, and load the SVG paths into a text editor.
In the text editor I fine-tune the XML tags that make up the SVG,
combine them, and write an <!ENTITY ...> list that functions as a
palette. If you look at the Sharp SVG in a text editor, you
can see the palette. While it takes longer to develop this way, it
allows me to swap out colors and gradients much more easily.
-- svgmovement
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Do you handraw the sketches? And is Inkscape free?
My Souncloud
My YouTube Channel
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Yes, I hand-draw the sketches.
Inkscape is free and open-source (I think).
-- svgmovement
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Nice, it looks very well. The eye is the hard part for me in the classic surge http://opensnc.sourceforge.net/forum/vi … hp?id=1698
Inkscape is open-source and it has no cost.
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