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Author Message
  Topic: Sharing tips for creating new vehicles.
CaptSam

Replies: 83
Views: 79686

PostForum: Modding Workshop   Posted: Tue Aug 21, 2012 3:24 am   Subject: Re: Sharing tips for creating new vehicles.
For anybody who is interested, I've been practicing with some classic pixel art style images.  I think in the Tiger there is less than 8 different shades of gray.  I mean this isn't 8 bit artwork here with the camo, but the underlying gray scale image uses just a few shades and could have been made in Microsoft Paint, if anyone could stand doing such a thing.

The other pic compares 2 Panzer IV's made mostly in a pixel-by-pixel painting, but the T-34 is done using a bumpmap, which is why it looks like a little plastic toy.

There are some pixel art forums and those guys are fanatics about pixel art, and my work probably wouldn't qualify as "pixel art," but I do get lots of tips by following their advice:
  Topic: Sharing tips for creating new vehicles.
CaptSam

Replies: 83
Views: 79686

PostForum: Modding Workshop   Posted: Thu Aug 16, 2012 9:50 pm   Subject: Re: Sharing tips for creating new vehicles.
I've never been too good at making winter camos.  I usually take the shortcut of just making a whitewashed version (basically just a plain white camo layer.)

You know, this really is a work in progress, and I'm continuing to get a grasp on this process.  Thanks for posting the CC image.  It reminded me that I needed to highlight the edges around the hull.  In the youtube video I posted earlier of that man painting his model, if you fast forward to around 33:40 you can see him highlighting the edges, and that basically what I mean by "dodging" the image, which is basically just lightening certain pixels to make them stand out.

Anyway, I used the dodge tool to highlight the edges, and someone on the GIMP forum suggested that I use the "Curves" tool to widen the grayscale color range, making the sprite stand out more and appear more metallic.  I messed with it for awhile to get a good primer gray image.  I may have overdone the effect, but oh well, I can always undo it.

For the winter camo, I applied a base coat of olivegreen and then used the paintbrush to add strokes of greywhite.  Alternately, I could have just painted the basecoat as greywhite and then brushed on strokes of olivegreen.

Also, I've added a pic of 3 different camo pattern in another game that uses 32 bit graphics (with a genuine alpha channel.)  The sprites on the left SHOULD look this good in the new game, when it comes out.
  Topic: Sharing tips for creating new vehicles.
CaptSam

Replies: 83
Views: 79686

PostForum: Modding Workshop   Posted: Thu Aug 16, 2012 1:27 am   Subject: Re: Sharing tips for creating new vehicles.
Glad you like it.  Are you familiar with the dodge and burn tools?  It could be easily touched up with those tools to make outlines possible.

Although to do it right, I should have made the bump map at 200% the correct scale, and then reduced by 50%, instead of simply reducing the finished sprite.
  Topic: Sharing tips for creating new vehicles.
CaptSam

Replies: 83
Views: 79686

PostForum: Modding Workshop   Posted: Wed Aug 15, 2012 6:28 pm   Subject: Re: Sharing tips for creating new vehicles.
Ok, what I have done is make a GIMP, Paint.net, and Photoshop version of my last tank.  Since both Pain.net and GIMP are free, anybody can open and view it.  If you want to make a .tga file, you can convert it in any of those editors--although you might need a plug-in.

I left all the layers intact, in case someone wants to see how I did it.  The only problem is there are many layers (over 30!) and no notes on what I really did for each layer.  14 of the layers are different camo patterns, so maybe someone can turn on each different camo layer, one at a time, and see what colors I used or whatever.

If someone wants to put this image in a current CC game, it probably isn't a good idea, since this image uses semi-transparent pixels and we won't be able to display it correctly until Panthers in the Fog comes out.  Also, it is out of scale for current games, and further shrinking would look bad.

But if nothing else, it should be interesting to some people to see how I did it, and maybe someone with more talent can give me some tips!

I find the screenshot below especially interesting because it shows how GIMP, Paint.net, and Photoshop handles overlay colors differently.  In my opinion, Photoshop does the best job.  Paint.net is even better than GIMP for colors, but Paint.net doesn't have the same powerful tools that GIMP has.
  Topic: Sharing tips for creating new vehicles.
CaptSam

Replies: 83
Views: 79686

PostForum: Modding Workshop   Posted: Tue Aug 14, 2012 5:02 am   Subject: Re: Sharing tips for creating new vehicles.
papa_whisky wrote (View Post):
CaptSam, you make it seem very easy (and it probably is for you). I am not very savvy with paint programs, I had an ambition to do all British and Soviet/Russian AFV's from 1945 to present. Got about halfway through the Bristish vehicles, some results better than others. I was a bit data deficient on some vehicles not able to find a suitable top down or blueprint. It is very satisfying seeing the creations moving around the battlefield.



Look at the pic below, the first sprites I ever made:  I made it in 2011.  It is extremely amateurish.  

Think about that . . . 2011.  Most people would have instantly quit with such results . . . All around me are sprite makers of superior ability and talent.  Shouldn't I just give up?  Hell no; I loved making those sprites!  I'm proud of them and I want to post it here!

"It is very satisfying seeing the creations moving around the battlefield."--that about sums it up!
  Topic: Sharing tips for creating new vehicles.
CaptSam

Replies: 83
Views: 79686

PostForum: Modding Workshop   Posted: Mon Aug 13, 2012 11:59 pm   Subject: Re: Sharing tips for creating new vehicles.
platoon_michael wrote (View Post):
I would love to see/use the .TGA for this tank if possible.

Your idea seems to be something I could get into.


That's Jadgpanther's not good enough to pass around yet!  I'm just thinking out loud on the board here and sharing my ideas and attempts to learn more (mainly by trial and error.)  At some point I'll have a decent gray scale sprite anyone can have and paint however they desire!

On the Slitherine main board, someone named Steve McClaire verified that the new vehicle images are true 32 bit with an alpha layer!  Wow, imagine millions of colors possible with true transparencies (not the 255 white pixel/transparent) and larger scale (better looking) sprites.

http://www.slitherine.com/forum/viewtopic.php?f=176&t=36535&sid=16677d2c109bf1c1540d914806602ee1

Look, I'm nowhere near pro level at this, but I'm having lots of fun trying to figure this stuff out.  I have finally gotten to a point where painting a sprite is probably my favorite part.  I even watch Youtube videos of people painting miniatures.  Making and painting little images of tanks, for me, is probably just as much fun as making little models is for someone that does that.  

http://www.youtube.com/watch?v=p05TeLAOxvg
(it gets really interesting around 06:50)

The major difference between model makers and sprite makers: I can correct mistakes and make as many versions as I want, and sprite makers can actually play real-time games with their images!  I'm posting a few more paint schemes, just for the fun of it--I could make these all day long . . . It may take an hour to make a grayscale bumpmap, but I can paint a sprite in just a few minutes!  Also here's a pic of my grayscale bumpmap.

I use GIMP, by the way, because it has an excellent bumpmap filter for making a 3D-looking grayscale base sprite.  As long as I make a good gray scale bumpmap, I can easily paint a good-looking tank.  I can quickly make desert or winter or whatever version I want.  To get good colors, I take screenshots of webpages and use the eyedropper to pick my colors in my graphics editor.

http://www.jpsmodell.de/katalog/jpsral_e.htm

If you do a web search for "top-down tank sprites" or tutorials about how to make them, you won't find much of anything.  Are you interested in me making a guide on how I make mine?  I'm no pro, but the basic concepts could possibly be improved upon.  Perhaps others could offer constructive criticism.

By the way, who made the Stalingrad mod vehicles?  That guy needs to make a sprite guide!
  Topic: Sharing tips for creating new vehicles.
CaptSam

Replies: 83
Views: 79686

PostForum: Modding Workshop   Posted: Mon Aug 13, 2012 4:09 am   Subject: Re: Sharing tips for creating new vehicles.
southern_land wrote (View Post):
you could always touch that up a shade manually


You're right, I can always touch it up.  But in this case I used the wrong grayscale values in my sloping gradients, so that when I made the bumpmap, it came out too rough.  I suppose I could pretend it is zimmerit paste, but I really didn't mean for it to look that way.  It should be smooth slopes.

This one will have to be re-done.  But I really love doing the camo.  Not sure if others here already know this, but here's a great set of colors for painting German vehicles.  

For me, I would love to waste money on 1/72 miniatures, but I'm too cheap for that.  In a sense, making little sprites and painting them is a lot of fun for me.  I actually get my pixel colors from websites that sell paint for models!  It is so much fun for me.  I was hoping to find a few metal miniature collectors that also make sprites!

Also, someone at this GIMP forums suggested I use the curves dialog to make the vehicles look more metallic.  I'm experimenting with some of that strange German camo patterns and I've increased the curves to look more metallic, but really, this sprite must be redone eventually.  Still, it is lots of fun to paint it!

When the new CC comes out, we will see if there are 32 bit vehicle sprites.  If so, then we can expect extremely high quality vehicles!
  Topic: Sharing tips for creating new vehicles.
CaptSam

Replies: 83
Views: 79686

PostForum: Modding Workshop   Posted: Sun Aug 12, 2012 9:05 pm   Subject: Re: Sharing tips for creating new vehicles.
This didn't turn out as well as I hoped, but took me about 45 mins...The roof area is too small and the gradients are too rough, but I'm needing some more practice at the larger scale images for when the new CC comes out . . .
  Topic: Sharing tips for creating new vehicles.
CaptSam

Replies: 83
Views: 79686

PostForum: Modding Workshop   Posted: Sun Aug 12, 2012 7:36 pm   Subject: Re: Sharing tips for creating new vehicles.
I don't know what resources the CC community uses for making images, but here's something I find useful:

http://www.juniorgeneral.org/load.php?Period=10#World

I get a pic of a Panther, use edge-detect and invert colors in GIMP, then I reduce size to 200% in-game for a guide.

Then I paint grayscale layers over the blueprint, make a bumpmap, then reduce to in-game size and add small details,and then I paint a camo overlay layer.

This is just how I'm currently doing images.  Just wanted to share and I wonder if someone has a better way?
  Topic: Sharing tips for creating new vehicles.
CaptSam

Replies: 83
Views: 79686

PostForum: Modding Workshop   Posted: Sat Aug 11, 2012 4:01 am   Subject: Re: Sharing tips for creating new vehicles.
Also, I found this free sprite online and re-painted it.  I cannot find the original sprite artist, but I would love to ask him how he made the sprite look so metallic!

Anyone here have an idea how it was done?  I would love to make a set of sprites that look like metal miniatures!
  Topic: Sharing tips for creating new vehicles.
CaptSam

Replies: 83
Views: 79686

PostForum: Modding Workshop   Posted: Sat Aug 11, 2012 3:52 am   Subject: Re: Sharing tips for creating new vehicles.
Strange--They were here earlier.  Here is a re-post:

Basically, I'm hitting a wall in my sprite development.  I figure CC has been around so long there must be a few top-down sprite experts to get some ideas from.
  Topic: Sharing tips for creating new vehicles.
CaptSam

Replies: 83
Views: 79686

PostForum: Modding Workshop   Posted: Thu Aug 09, 2012 5:58 pm   Subject: Re: Sharing tips for creating new vehicles.
Hello!

I'm also a fan of the Close Combat games, especially CC3 and COI.  I also love to make top-down sprites of armored vehicles!  I'm 100% amateur and self-taught.

The CC community has been around for quite awhile, and I was hoping to find some more experienced artists to share some techniques on creating tank sprites pixel-by-pixel, rather than reducing a larger screenshot or drawing.  I cannot seem to create decent sprites simply by reducing image sizes.

I've made lots of sprites for the free game Armored Brigade, and the sprites in Armored Brigade are around the same scale as CC:  In AB they are slightly smaller at 6.4 pixels/meter and CC I think around 7 pixels/meter.  In the upcoming "Panthers in the Fog," it looks like around 10 pixels/meter.  This is very exciting because at 10 pixels/meter, sprite artists will have more pixels to make very good-looking sprites!  Hopefully the new game will be easily modded for Cold War or modern mods with larger/better sprites!

I'm far from a professional artists, but I do make my sprites from the ground up, pixel-by-pixel.

I have posted an example of 10 pixels/meter T-72 tanks and some that look like metal miniatures.  Anything less than 10 pixel/meter this doesn't look right.  Also,  I'm posting an example of some of my sprites at 6.4 meters/pixel: (at different zoom levels, so they are not all at the same scale.)


I think there is probably already a tank graphic available right now for about every single vehicle (modern or WW2) already created for CC and ready to be added to any mod, so there's really not much use in making a bunch of new sprites, but what about 10 pixels/meter??

I would love to share ideas and different approaches for creating sprites with some CC artists!
 
 
 
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