Graphic requirements/info

This forum is a collection of Tutorials to help you learn techniques to create graphics for Dristin, graphics in general.
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Graphic requirements/info

Post by Relic » Apr 05, 2008 10:50 pm

This tutorial was created by Zmaster, for the tibia.de graphics forum. You can find the original here: [urlhttp://tibia.gamigo.de/forum/showthread.php?t=40336]link[/url]


NOTE: This tutorial was created for Tibia, most things apply to dristin's graphics aswel. Things that differ have been edited to reflect the correct information


If you want to draw a graphic for [Dristin], but aren't sure that it follows the right format, here is a quick run through of the basics:

Canvas:
[Dristin] drawings are done on square canvas’s of dimensions 32 pixels by 32 pixels. (pic 1 and 2 )

Some larger objects use a larger canvas size based on multiples of the same square. They can be 32x64 pixels (pic 3) or 64x64 pixels (pic 4). These sizes are reserved for large immoveable, uncarryable items, scenery, or large monsters. So unless you are drawing such items, you are going to be using a 32x32 pixel canvas for your drawing.

To set the canvas size in MS Paint, press CTRL+E together, then set the height and width both to 32 pixels.

Since this canvas size is relatively small, you will likely have to zoom in to add details.
zmaster_tut1.jpg
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Re: Graphic requirements/info

Post by Relic » Apr 05, 2008 10:52 pm

Borders:
In general, all monsters and wearable items have a black (or nearly black) border. This border is one pixel thick (as seen in the pic below). The majority of objects without borders are those of ground and walls, which allows them to be tiled without interruption. So, unless you are making such scenery, don't forget to add the black border!


Background:
The background of an item/monster can be any color that makes it easy to see the item. White usually works well, but DON’T use black backgrounds, because then you can’t see the black border on the item!
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Re: Graphic requirements/info

Post by Relic » Apr 05, 2008 10:53 pm

[Dristin] Perspective:
While most things without appreciable height (such as equipment) can be drawn looking directly above it if were placed on the ground, this doesn’t work with things that have a noticeable height. To draw such objects, you have to understand [Dristin] perspective. Analyzing the crate in game is a good way to learn about it.
The crate is a perfect cube, with height, width, and length all equal. Right away you notice that the VIEW IS FROM ABOVE(just like the objects with little height) The length and width are still drawn in the plane of the screen, but the height is drawn at 45 degrees(look at one of the vertical edges to see this more clearly). Also notice that the southward facing side is drawn as a rhombus not a square.
If you make a creature that is facing south, you can get the east view if you flip it horizontally and then rotate it 90 degrees counter clockwise. If either view looks like it is leaning one way too much, the perspective is likely wrong.
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Re: Graphic requirements/info

Post by Relic » Apr 05, 2008 10:55 pm

Lighting:
What’s the difference between the two shapes shown below? You guessed it, the left one looks flat, and the one to the right looks round, all because of a little shading. In [Dristin], the light comes from directly above for tall objects. So add highlights where light falls, and shadows where it doesn't reach.

File Types:
Lastly, the graphic must be saved as a .bmp, .gif, , .jpg, or .png. [.png prefered]. .Jpg images don’t always display exactly as you draw them though(they tend to look blurry) but can have a lot of color info. .Gif images sometimes have problems with colors, but are less blurry and can include animations. [Dristin DOES support transparancy, so feel free to use it.]
zmaster_tut4.jpg
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