Asking for some clarification on custom artwork/tilesets, please.

Kisaragi_Station

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`Bobby Bottleservice aka: Bobby Bottleservice`
- I would like to draw/paint the artwork for everything in my game entirely with Photoshop..
Maps, characters, items, weapons, etc...
However, I'm not sure what type of alternative workflow I need to use since I'm not doing traditional Pixel Art...
I'm sure to most people that already sounds ridiculous, but once you hear my point of view perhaps you can give some insight on why I'm so lost ...


For example: " Outside Tileset B " - I navigate to my project folder & open the tilesets .PNG to edit/replace the grid with custom art in Photoshop as anyone would, but it of course draws it as pixel art because of the dimensions... Same thing happens when I try to follow custom sprite tutorials, because most people seem to stick with pixel art.

Only thing I can think of is to just create my own 48x48 grids in a high resolution (1104x624 is my current MZ project setting) so I know they would fit correctly ... but even then how would I transfer them into a tileset / sprite sheet that RPG maker would recognize, draw them without a grid & then scale them down to fit into a regular tileset/sprite sheet?? Ughhhh


I really hope someone understands what I'm trying to say cuz I can't explain it much better LOL
Any words of wisdom is much appreciated XD





.... dude, this is embarrassing.
 

Ms Littlefish

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I have moved this thread from RPG Maker MZ Support to Resource Support.
 

B3N4ZC4L

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Let's see... First I'd say get familiar with the program you want to use to draw your personal tileset(s)
About the Pixelart topic, there are many sources, videos, tutorials you can use in order to learn and better yourself at it too. I recommend enabling a 48x48 pixel grid to see where one tile starts and ends.

Don't think too much about your question being stupid, it's simply a fact of not fully knowing or understanding something and that's that.

Scaling down: you should draw something VERY simple first (like an apple) in your preferred dimensions and then downscale it to 48x48. You might learn something in the process.
I personally wouldn't go over 480x480 pixels for dimensions as a lot of details are going to get lost anyways while scaling down. a great start would be 4x the size of 48 (192x192 pixels). there isn't much to be lost and there is still lots to do with that too.

I do digital art as a hobby so that's how I can tell all those things knowing that it's mostly facts.
Good Luck in creating your own Tileset! Don't go overboard yet and make just a couple first. you'll get there sooner or later!
 

ATT_Turan

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I don't super know what you're going for. A pixel is a pixel.

You can't just make something that's, like, 1104x624 pixels fit into the space of 48x48 pixels. That's like saying I'm going to make a 6'x4' TV fit into a 2'x2' box. Something can't simultaneously be two different sizes.

It sounds like you might be wanting to go for parallax mapping using a drawn image for the map rather than placing tiles at all. If that's the case, there are lots of tutorials on that you can readily find.
 
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I don't super know what you're going for. A pixel is a pixel.

You can't just make something that's, like, 1104x624 pixels fit into the space of 48x48 pixels. That's like saying I'm going to make a 6'x4' TV fit into a 2'x2' box. Something can't simultaneously be two different sizes.

It sounds like you might be wanting to go for parallax mapping using a drawn image for the map rather than placing tiles at all. If that's the case, there are lots of tutorials on that you can readily find.

I came here to pretty much say this same thing. I had the same issues you're describing @Kisaragi_Station when I first started my project. I ended up going with parallax mapping and it REALLY opened up my game for a much more unique art style.
You may also want to think about different art styles for sprites.

At 48x48 they will become pixellated no matter what, so you can kind of fudge around with that to find something that doesn't look so obviously pixel art-like. I ended up going for flat colored sprites and it gives the game a bit more of a hollow knight-esque/helga look to the sprites. So even though they ARE pixel sprites, they dont really feel like they are.

EXAMPLES:

1696128453025.png
1696128611574.png
 

Kisaragi_Station

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Awesome yea thanks for jumping in here, thats pretty much exactly what I'm going for... I've seen the 3 methods of parallax mapping / collisions and heavily considered it...

I'm not sure if we are allowed to post screenshots of decrypted game files here, so just in case I will avoid doing so... but I took a look at the files for " Fear&Hunger 1 & 2 " which those games are my biggest inspiration, and I couldn't understand how he was creating his sprites & custom tilesets... I don't think its parallax mapping, but I really can't tell.

I believe my main problem is still - If I follow the typical tutorial for editing a tileset & replacing it with my own artwork in say " Photoshop " ... For some reason it prevents me from using any of my brushes to paint fluidly how anyone would paint on a blank PS canvas, everything I draw/paint is SUPER pixelated just like the default tile art.... I have no idea how to fix that... So if I can't fix that, I'd assume I'd need to just do my art on a plain PS canvas without a grid so it doesn't mess with my brushes THEN scale it down to fit on a sprite/tile sheet grid....

Thats the very best way I can explain the lens in which I've been viewing this lol...
 

Ms Littlefish

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The behaviors of brushes really change when they’re used at super small sizes, especially when they have any significant taper to them or aren’t 100% opaque. Many painted styles of game artwork are created at a scaled up size (to the scale of the final tho) and then reduced to the size they’ll functionally use.

I’d still use a grid tho for tiles so that everything lines up appropriately, especially for autotiles (which I haven’t even attempted making yet but they’re definitely a bit of a different beast).

These are the tutorials that helped me understand painted tiles the best.


 

Kisaragi_Station

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I don't super know what you're going for. A pixel is a pixel.

You can't just make something that's, like, 1104x624 pixels fit into the space of 48x48 pixels. That's like saying I'm going to make a 6'x4' TV fit into a 2'x2' box. Something can't simultaneously be two different sizes.

1104 x 624 is the resolution / screen size - 48x48 is the grid size for the sprite animation cells & map tiles .
 

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