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From Paper to Pixel...

Posted by Robert on 2019-01-26

So far, our strategy for making the artwork for Dr. T, PHD has involved Brandon sketching out a concept for a character or object using paper and pencil. The artwork is then scanned and traced in Adobe Illustrator so that we have a nice outline of Dr. T. Once that's accomplished, Dr. T can be colored in and he's ready to go!

Surprisingly the "paper to pixel" part of the process hasn't given us much trouble. What has given us trouble, however, was going from pixel... to other pixel. Essentially, we had to take the colored in images from Adobe Illustrator and import them into Unity (our game engine of choice for this project). We expected the images to look just as sharp and crisp as they looked in Illustrator, but instead what we got was...

not so crisp. (Also ignore the little ninja guy, he's been our guinea pig for testing new game mechanics while we work on Dr. T's animations) We attempted many different solutions to try and get the quality of the in game images to match the image quality seen in Illustrator with no luck... until Brian found a solution online involving a few small changes in the import settings.

Image quality after the fix was implemented. Huge difference! The quick fix for us was to check the box for "Generate Mip Maps" and setting "Mip Map Filtering" to Box. We also changed the filter mode from Bilinear to Trilinear. These settings do depend a bit on the type of sprites your working with, but they're good to mess around with if your artwork winds up looking like a garbled mess after importing into Unity.

We've been working on some of the animations for Dr. T as well, but that's a story for another post.