• 2D
  • Sprite Scaling Questions

I may have more than one question, so I'll just put them here. Not really a hypothetical question either...<br /><br />Say I have created a model in Blender. Now, instead of bringing the model into Godot, I want to render my 3D model's animation to sprites, say 8 frames for an idle animation. So, I render it to eight 512x512 sprites and bring it into the engine. Is 512x512 too large if I have numerous animations to render out?<br /><br />Now, say I want to set the scale for my game at 1280x720 at least or even 1920x1200, and I want the sprites to look good on both mobile and desktop resolutions, or aspect ratios. How would I ensure this happens? I want to avoid blurry sprites at higher resolutions. <br /><br />Anyone have any experience rendering 3d to 2d sprites and using them in game? I know pixel art scales crisp at any ratio or resolution, but a rendered image may not.

The sprites don't need to be bigger than the size they'll be displayed. If you intend to display them at 512x512, then go for it. Mipmaps usually take care of video memory when shrinking the textures.Godot 2.1 (though not released yet) have the ability of shrinking all images by a factor when exporting, which might help for some platforms. You can also save versions of images and use resolution/hidpi info to decide which to load (this will make the game bigger on disk but faster to load when it gets the smaller sizes).

[quote author=vnen link=topic=15678.msg16994#msg16994 date=1467687954]The sprites don't need to be bigger than the size they'll be displayed. If you intend to display them at 512x512, then go for it. Mipmaps usually take care of video memory when shrinking the textures.Godot 2.1 (though not released yet) have the ability of shrinking all images by a factor when exporting, which might help for some platforms. You can also save versions of images and use resolution/hidpi info to decide which to load (this will make the game bigger on disk but faster to load when it gets the smaller sizes).[/quote]Thanks for the info. I was unsure about sprite size and whether they'd need to be set at a certain size to prevent from looking blurry when displayed on screen resolutions higher than they were created.