While good overall, here are some pitfalls. 1) determine the final resolution. You take a mock screenshot with placeholder sprites where a 1 unit square (or grid or cube etc) is visible. You choose the size of the unit by moving and zooming the camera, and it should represent something meaningful, like 1 tile, 1 meter etc. Then, in your graphics tool you place that screenshot onto a canvas of the maximum final resolution, e.g. 4K, 1080p etc. You scale it so that the elements, the unit etc are the size you want. Then, you simply measure how big the unit-square ends up being. This tells what you need to plug into the “pixel per unit” value. 2) the “canvas” should always be power-2, 16, 32, 64, 128, 256, 512 etc (doesn’t have to be a square).The size depends on the object. So, if a unit is about 1 meter, and the tree asset is going to be slightly less than 2 meters, and your ppu was 256, it’s obviously 512 ( 256x2 ). 3) You should always create your art in the target resolution x 2, or if it is unwieldy, x 1.5. That’s about 1024 then for the tree. You always keep the source/workfile and you export a downsized version that has the right size to get the asset.
You also don’t need to make a sprite sheet when you use .pbs files (psd rename worked for me). Unity does it for you, but you need to install packages.
@@ForCasual-y6x You can export to flattened images, e.g. png sequences and arrange them as a sprite sheet and use that in Unity. You can apparently work with Json / spline that is also compatible in AE, but I’m not sure how this works. Effects are the same, image sequences work, but you cannot directly use effects setups from AE in Unity. The tools are pretty similar though. If you can animate with keyframes, you should feel right at home in unity’s animation tools, which support 2d skeletal/bone animation. Likewise, Unity has VFX tools, VFX graphs, the older but robust particle systems (called shuriken) and shader graph. I suggest you get Unity and start with a provided 2d template. You can also inspect the export in AE and the import in Unity and see what might work. Coming up with workflows that work for you is a good chunk of the design work, because in the end the workflow IS the design (or the thing that makes the design “real”).
@@Anerisian well, i'm actually not good at making 3d models, so i'm planning to buy 3d assets. but in blender the 3d assets don't appear as a whole but the model and pbr are separate, it's different with unity engine or unreal engine. at first i was using unreal engine, but my intel cpu gen 13 crashed many times in unreal engine. finally I tried unity and it seems like it suits me, but there are not too many tutorials that I can learn. by the way, does unity 6 have a lot of problems there? and is it easier to do it in unity 6 than the previous version? there are some comments that unity 6 has a lot of problems so I downloaded the previous version.
I found your channel yesterday, its going to be fun to watch this game grow. Also thank you I think this might actually keep me on track and help me with sprite creation.
I was waiting your tutorial for days and today i decided to start my drawings for my game than boom after i finish my job for today and check my phone its you lol
Thanks for the tuto, really helps. Another quicker way to import to Unity is to rename the psd file to psb file (no need to expand your magician's part in krita). When you're importing psb file instead of psd file, the different part are already done in unity.
Ive been looking for this, a channel in its infancy that is chronicling making a game. Im subscribed and will be here for every vid. Gather 'round y'all!!
Why the 1000 ppu in umity? Could you provide some more details on this? Should thos match the size of the file ? Or the ppi of the image? The outline of my sprites look blury but yours look clean.
I am making a 2d pixel art game, and i have made a object with animations, but a few of the frames are invisible for some reason, did you run into this issue when you where using pixel art in your game, and if so, what did you do to fix it?
Question for everyone - Im making a game with hand drawn sprites. I draw them in real life, photograph them, make PNGs out of them and send them to Unity. At 'full size' the sprites are huge, so thats a no go. I scaled them to 10% and they are just the slightest bit fuzzy from over compression. Should I be finding the best scaling percentage to not have fuzziness, so that they are properly small file sizes but not too small, or am I going at this wrong. For info, I am using Unity, and looking to make a game that runs on PC resolution. Any and all input is much appreciated.
Did you ever figure out a resolution to this? Because honestly sometimes I think about making the sprites on paper as I'm more skilled of an artist on paper.
@@KSAVMUSIC I wish I did, but I have not yet. I switched gears and worked on my writing more, but one day soon I'll get back to art / transferring to Unity. I'll screenshot this convo so that if I figure it out I'll send you what I did.
hello i knows its too late now but you can change how many pixels your sprites can take on the 2d core in unity you just need to change the pictures units in the inspector
I think there is a unity package that supports .psd files out of the box so no "import" is needed. I think its why they mention "Krita can save as .psd files so unity can use them directly", as opposed to the standard Krita extension files.
just a quickly reminder: The Battle of Stalingrad was a pivotal conflict during World War II. It began on July 17, 1942, when Nazi Germany and its Axis allies launched an offensive to capture the Soviet city of Stalingrad (now Volgograd, Russia). However, the Soviet forces executed a strategic counteroffensive that ultimately flanked and surrounded a large portion of the German troops. The battle lasted until February 2, 1943, resulting in a Soviet victory. This crucial event marked a turning point in the war and led to the expulsion of Axis forces from the Caucasus region12. The staggering casualties included over 800,000 to 1.5 million lives lost on both sides1
I think, if you dont have a background in your psd file, there wont be a background in the sprite. Afaik, the psd file is used directly in Unity, no export/import of .png files needed
Given how well you draw I can't believe you started this project as pixel art, this is great
While good overall, here are some pitfalls.
1) determine the final resolution. You take a mock screenshot with placeholder sprites where a 1 unit square (or grid or cube etc) is visible. You choose the size of the unit by moving and zooming the camera, and it should represent something meaningful, like 1 tile, 1 meter etc. Then, in your graphics tool you place that screenshot onto a canvas of the maximum final resolution, e.g. 4K, 1080p etc. You scale it so that the elements, the unit etc are the size you want. Then, you simply measure how big the unit-square ends up being. This tells what you need to plug into the “pixel per unit” value.
2) the “canvas” should always be power-2, 16, 32, 64, 128, 256, 512 etc (doesn’t have to be a square).The size depends on the object. So, if a unit is about 1 meter, and the tree asset is going to be slightly less than 2 meters, and your ppu was 256, it’s obviously 512 ( 256x2 ).
3) You should always create your art in the target resolution x 2, or if it is unwieldy, x 1.5. That’s about 1024 then for the tree. You always keep the source/workfile and you export a downsized version that has the right size to get the asset.
You also don’t need to make a sprite sheet when you use .pbs files (psd rename worked for me). Unity does it for you, but you need to install packages.
@@AnerisianExcuse me I want to ask, is it possible to create effects or animations in after effects and then bring them into the unity engine?
@@ForCasual-y6x You can export to flattened images, e.g. png sequences and arrange them as a sprite sheet and use that in Unity.
You can apparently work with Json / spline that is also compatible in AE, but I’m not sure how this works.
Effects are the same, image sequences work, but you cannot directly use effects setups from AE in Unity.
The tools are pretty similar though. If you can animate with keyframes, you should feel right at home in unity’s animation tools, which support 2d skeletal/bone animation.
Likewise, Unity has VFX tools, VFX graphs, the older but robust particle systems (called shuriken) and shader graph.
I suggest you get Unity and start with a provided 2d template. You can also inspect the export in AE and the import in Unity and see what might work.
Coming up with workflows that work for you is a good chunk of the design work, because in the end the workflow IS the design (or the thing that makes the design “real”).
@@Anerisian well, i'm actually not good at making 3d models, so i'm planning to buy 3d assets. but in blender the 3d assets don't appear as a whole but the model and pbr are separate, it's different with unity engine or unreal engine. at first i was using unreal engine, but my intel cpu gen 13 crashed many times in unreal engine. finally I tried unity and it seems like it suits me, but there are not too many tutorials that I can learn. by the way, does unity 6 have a lot of problems there? and is it easier to do it in unity 6 than the previous version? there are some comments that unity 6 has a lot of problems so I downloaded the previous version.
Oh my god. A NEW VIDEO!
Also your sprites are super dope.
Awesome! Just the video I needed, thanks mate
I found your channel yesterday, its going to be fun to watch this game grow. Also thank you I think this might actually keep me on track and help me with sprite creation.
This is so cool and insightful! Thanks so much for making this tutorial!
you're gonna draw a sketch?! WHAT mate that's bloody art!
I was waiting your tutorial for days and today i decided to start my drawings for my game than boom after i finish my job for today and check my phone its you lol
This is pretty amazing! thanks for this in depth tutorial.
Coming from a different game engine this is really helpful! Thank you for sharing your process, you have solved all of my burning noob questions!
can you please say me where u have done ur picture drawing process and graphics
I'm about to start my first game and it find this super helpful :D
Thanks for the tuto, really helps. Another quicker way to import to Unity is to rename the psd file to psb file (no need to expand your magician's part in krita). When you're importing psb file instead of psd file, the different part are already done in unity.
Ive been looking for this, a channel in its infancy that is chronicling making a game. Im subscribed and will be here for every vid. Gather 'round y'all!!
Good job! I don't use Unity, but I was still interested
Why the 1000 ppu in umity? Could you provide some more details on this? Should thos match the size of the file ? Or the ppi of the image? The outline of my sprites look blury but yours look clean.
it took a while until i realized, you can't see the eyes of the wizard. those are his cheeks. might wanna clarify that in the sprite somehow
Awesome! I'm a coder and wanna dabble a bit in design, that makes me wanna start creating :)
can somebody explain me what happens at 5:29. please
Wow! How did you achieve the clean lines? I have krita's stablizers on yet It still looks not clean.
I am making a 2d pixel art game, and i have made a object with animations, but a few of the frames are invisible for some reason, did you run into this issue when you where using pixel art in your game, and if so, what did you do to fix it?
Question for everyone - Im making a game with hand drawn sprites. I draw them in real life, photograph them, make PNGs out of them and send them to Unity. At 'full size' the sprites are huge, so thats a no go. I scaled them to 10% and they are just the slightest bit fuzzy from over compression. Should I be finding the best scaling percentage to not have fuzziness, so that they are properly small file sizes but not too small, or am I going at this wrong. For info, I am using Unity, and looking to make a game that runs on PC resolution. Any and all input is much appreciated.
Did you ever figure out a resolution to this? Because honestly sometimes I think about making the sprites on paper as I'm more skilled of an artist on paper.
@@KSAVMUSIC I wish I did, but I have not yet. I switched gears and worked on my writing more, but one day soon I'll get back to art / transferring to Unity. I'll screenshot this convo so that if I figure it out I'll send you what I did.
@@SSMLivingPictures no problem man, I’ll do the same! Good luck to you!
See above (somewhere). I posted how to figure out the exact resolution for your needs.
hello i knows its too late now but you can change how many pixels your sprites can take on the 2d core in unity you just need to change the pictures units in the inspector
How do you export the animation to video?
This guy, another nerd that completely skips how to import the art into unity.
I think there is a unity package that supports .psd files out of the box so no "import" is needed. I think its why they mention "Krita can save as .psd files so unity can use them directly", as opposed to the standard Krita extension files.
my main problem is how can i separate the body parts
you need to draw the entire parts in different layers in your drawing app
Awesome tutorial thanks a lot, made a 2d turret :)
excuse me how to export bone aniamtion and and reuse it in other project?
Kinda hard to follow without being able to see your curser but other than that pretty solid tutorial.
just a quickly reminder:
The Battle of Stalingrad was a pivotal conflict during World War II. It began on July 17, 1942, when Nazi Germany and its Axis allies launched an offensive to capture the Soviet city of Stalingrad (now Volgograd, Russia). However, the Soviet forces executed a strategic counteroffensive that ultimately flanked and surrounded a large portion of the German troops. The battle lasted until February 2, 1943, resulting in a Soviet victory. This crucial event marked a turning point in the war and led to the expulsion of Axis forces from the Caucasus region12. The staggering casualties included over 800,000 to 1.5 million lives lost on both sides1
Lookup Sabra and shatila .
open the sprite editor? How? We cant see your mouse, dude.
U ARE THE BEST, OMG.
Wow super cool dude! your a sigma
Thanks for tutorial, hope it would help my)
how do you call that art stile ?
The popular cartoon-like aesthetic, which usually resembles clay or plastic looking models… is generally just referred to as “ Stylized “
Can you do pixel art in Krita?
You probably could if you reduced the artboard resolution, but it would probably be better to just use a tool like aesprite
Thanks my guy
It doesn't work for me. So can you go more in depth in another video in a newer version of unity
Thank you :)
nice one
Can you use unity for drawing?
Don't think so
@@Greedable alright I was making a 2d game and needed to draw out the characters
@@Alt19392 Krita is free though
ty
Im surprised youarent using unitys 2d animation rigging
am i the only one mad u did not show how to remove background|?
I think, if you dont have a background in your psd file, there wont be a background in the sprite. Afaik, the psd file is used directly in Unity, no export/import of .png files needed
You just have to turn off the background layer
skipping the importing the image part got damn
Hi im Seth and im making a series called Xenomon can you please animate one of the characters anyone
Never told us how to get to there -_-
Krita is $30😡
its literally open source..
I found the free one😅