What should be covered in the next tutorial?
Asking for input
I just finished recording two more tutorials on the seamless tiles. The dirt and transition in one tutorial and exporting and integration into your game is the second one.
There are a few ideas for the next tutorial, some requests and some unfinished parts from earlier tutorials.
The complete game art series that I would like to finish with more tutorials on animation and the finishing touches such as icon and promo images.
There is the space theme that I kind of dropped a little too early. I have started on a tutorial for a space background in Inkscape.
There are also a few concepts for using Inkscape to create the textures for 3D models [from simple wooden crates to a space fighter].
Last but not least there is an interesting request for special effects [from explosions, swooshing light trails to magic spells]. It would be quite challenging to do.
Let me know what you would like to read/ see in a video and I will try to make it.
[Poll disabled]
Note:
If there is something else you would like me to cover, please feel free to leave a comment with more suggestions. I am sure there will be more polls in the future.
Anything related with water is always welcome: ripples, waves, splashes, reflections, running rivers…those kind of things.
I love your style!
I would love to learn animations from you Chris. I've always craved to learn animation using inkscape but never could learn as I don't have degree as such neither we've enough resources for it. But I want to learn as much I can as art and animation makes me so much happy. Eagerly waiting for it. Incase, you're covering special FX in inkscape, please also include my long term pending swirling(water) like tornado animation thing. In case, you're picking animations, then yes as you mentioned, I would love to see the complete series for game art animations that you taught earlier. Thank you. There is so much to learn. And you're the best.
I would really like to see some tutorials related to drawing in isometric projection, especial character drawing and animation. I really appreciate what you are doing here, by the way.
I think there are some tutorial by him on isometric tiles. Ya, not there about character drawing/animation in isometric.
ANIMATION WOULD BE GREAT USING SPRITER
An art set for car parts will be great :D
That should be fun… and easy ;)
It's on the list… and most likely will happen very soon.
Chris, there is a typo in the poll. It should be "Spriter".
I think some people cannot identify the most interesting topic right now.
Most of us don't know much about animating and when we see "Sprite", we don't identify as a program after some googling. Sprine could be an option, but when the people see that it is not free… they prefer another topic.
I gave my vote to Sprine, but now, I would prefer Spriter.
@grega – animation in isometric view is a pain and a half to do… and it is a lot easier to do it in 3D and render it out from there if you have a lot of animation frames.
There are two typos in there and I can't fix them – as there are votes in the poll already :(
Thanks Chris,would be intresting to see you animate in another format using this method compared to inkscape.
I had a few moments and couldn't help but play with the idea… and it was fun… I am not sure this is what you had in mind though.
https://tinyurl.com/ho43cju
a pirate ship
@Chris – Do you mean creating 3D model and animate it. I think that's even more painful.
Chris, Please do a tutorial on making in-depth tilesets for platforms. What I mean by that is a tileset that look like its 3D. Here is a link to the closet thing I could find to a step by step guide. However, it's not clear and doesn't show you how to make the tiles step by step. https://just4fun.mobi/tips-and-tuts/inkscape-tileset-2-not-too-repetitive/
The sample doesn't look too hard to turn into a tutorial. It's a good addition to the seamless tiles as the platforms will have to match as well. I will add it to the todo list.
I did a pirate ship a while back for a template. Let me find it and see if it can be turned into a tutorial… or free to use art.
!!! Thank you! I will be looking forward to it. Have a good day.
Hello Mr. Bob Ross of the Vector Graphics Art World.
You have enlightened me in many ways and I am thankful to what you do.
I suggest a tutorial where you share your thoughts on how you analyze real life pictures and disassemble it into simple shapes for recreating it in inkscape.
Maybe take three different images and recreate them in inkscape while talking about your thought process.
Thank you very much
That's a great idea. I will put it on the todo list. At the moment things have come to a halt due to health issues but I hope to be back in action soon.
Okay, so I've purchased several Udemy courses and various kindle books off Amazon and have googled as much as possible. I'm trying to learn to not only be a better artist for 2D game graphics, but I'm also trying to learn some good tips and tricks. My BIGGEST and I do mean BIGGEST problem is that even after searching far and wide I can't fine the right information for several important questions I have. I am trying to design my art and characters for games that will be cross platform on different tabs and mobile devices. I'm using Adobe quite Illustrator + Photoshop, Spine 2D animator, and Unreal Engine. What I need to know are things like what resolution should I be drawing my images ie. artboard/canvas size? What tools should I be using ie. Make pixel perfect? Smart Objects? For mobile 2d game art should my characters/props 72ppi or 300ppi. That's the problem I'm having with all these courses and learning material is that sure they tell you drawing concepts and shading concepts, but they don't cover some of the underlying important settings and starting resolutions and profiles so that your art will look crisp across multiple gaming platforms. So if you'd like to do an EPIC tutorial to help out me and probably many many other people that would be great!
That's a bunch of questions… and I won't comment on illustrator (which to me resembles a trip to the dentist for a root canal treatment).
Let me start with the resolution – it's always better to maintain quality by scaling down than up… A good 'source resolution' would be 2560x1440px at 72ppi to set up your work. If the tool does not allow a setup of the page in pixels directly it's easiest to scale a rectangle to that size and lock the layer as reference border for the art you create on top. Illustrator will allow a copy and paste in the right size – making it easy to create a layered psd file for export to spine (via a script).
Keep all the art in the same 72 ppi and scale to avoid scaling manually / via scale factors in unity. If everything is imported at 100% scale editing and altering is a lot easier later on.
I can make a video tutorial on the setup I use when starting a new game for show the workflow on a 'live project'.