![]() Z-order tricks - A few methods for faking overlapping shapes.Groovy's vector workshop - Tips and tricks for drawing with Inkscape. Armour Tutorial A tutorial on how to shade metallic armour by LordBob.Portrait Tutorial - A guide on how to draw unit/character portraits by Kitty.Designing weapons and armour - Advice from zookeeper on designing realistic weapons for your characters. ![]() How to Shade - An attempt at tackling a very complicated topic.Scaling Digital Images - How to properly resize an image on a computer.Computer Inking a Sketch - Info from Jason Lutes on his portrait workflow.Art Supplies - What physical items you need to do larger cell-shaded art like that of Jetrel/Jormungadr/et al.Scanning with camera - How to transfer real-life art to computer using a digital camera instead of a scanner.Extending dynamic range - The Grooviest (so far) tutorial about extending the dynamic range of images and how this technique can be used to make better scans of pencil drawings.Using the Levels Adjustment - How to make scanned pencil drawings not look washed out.Note: articles that mention making art in physical formats in this section are outdated artists are encouraged to make their art in digital-native formats these days. Especially useful is the External Tutorials page which lists a large number of art tutorials available on the web. These are a work-in-progress, and describe both how to make art fit into Wesnoth's style, as well as giving some considerable tips on drawing in general. Give Your Hero A Personality Art Tutorials To edit these graphics, you'll need some program capable of creating PNG's - some of the programs in the following list are free, open-source software, and will do the job nicely: Art Programs The game also supports JPEG images, although these are better suited for story art. ![]() When creating your own images, you can test them without overwriting any game data by putting them in your user data directory. ![]() png file in data/core/images under the main data directory of the game, and generally these files will be 72 x 72 pixels (the size of Wesnoth's basic hexagonal tile) with an alpha channel (a part of the file that indicates how transparent each pixel is). Each frame of a unit animation, and each variation of a terrain is stored as a separate. Unit and terrain art is stored in the lossless Portable Network Graphics (PNG) format. Artists working on graphics for UMC add-ons meet in the Art Workshop forum. The former is a great place to post and discuss new and current mainline Wesnoth art and graphics, and the latter to see what the art development team is working on. You may have a look at the list of add-ons available from each one and optionally download their contents from here.Graphic artists working on artwork intended for mainline Wesnoth usually meet on the Art Contributions forum or on the restricted Art Development forum ("restricted" meaning that only those users with special permissions - such as art contributors and developers - can post there). The Wesnoth game client can connect to and download add-ons from the add-ons server using the Add-ons option from the main menu.Īdditionally, for reference purposes, archival of retired instances of the add-ons server for older game versions, and people who cannot use the game client for technical reasons or otherwise, we have made this web directory of current and past add-ons server instances available. ![]()
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