CeeJay wrote:Ash vs DOOM.
Necronomicons sec. attack spawns three mini-Ash's (Ashes?).
Spoiler: Notes on scaling
revo794 wrote:I tried to preserve the best of the little details. When ripping animations from a realistic-looking model to translate it into sprites authentically, there's a bit of a problem with scaling it down properly. Scaled in the best quality mode, the graphics often look too out of place, in that they're quite blurry and excessively smooth, unlike the original graphics. Scaled in the nearest pixel mode, they carry over a lot of residual noise and unlinearity artifacts. If the scaling factor is low enough, bilinear and bicubic sampling modes have the same cons as the nearest pixel mode.
I found that making a pass with a median filter lets the nearest pixel scaling mode do its lo-fi magic the best. Unlike any linear filter, the median filter removes outliers without affecting nearby samples at all, while also preserving sharp boundaries. This, I believe, makes it ideal for preserving just the details you want in the scaled down sprite. I'm setting the aperture size the same as the factor by which I scale the sprite down. In this example, I was scaling sprites down 5x, so the aperture size was set to 5.
Would you say that gives better-looking sprites than pure nearest pixel or supersampling modes? I'm really keen on trying to improve this technique.
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