Posted: April 13, 2010 at 7:05 pm
I’ve been rather busy of late creating, converting and tweaking various art assets for inclusion into Blobbit iPush. Some via Unity as rescaled sprites, others taking the form of new 2D & 3D art, not bad! One thing I didn’t really want to do just yet is take on the seemingly mammoth task of up-scaling the original game art to iPad and HD resolutions. Arghhhhhhh!!!
Ok well perhaps that’s a bit of an overreaction but with a looming deadline for the iPhone version on the horizon and time at present being very precious for me a bit of thinking was called for. Ponder, ponder…
Here’s a tree from the Sand Sludge Bog level, or to quote from me book, a G’Wahlah’lahlah tree. This version is from the original Web game and was drawn in ProMotion a few years back in good ol’ retrotastic pixelvision.
Now then, how do I get that scaled up from 25 or so pixels to something that is probably going to push 60 to 100+ without loosing definition and quality? Scale – No. Apply some fancy filters – No. Vector art the sucker – Yes!!
So after a short fiddle with me Wacom pen and a few reference pixels I think I’ve sussed it.
Not only does the new version look clean and crisp it is also totally resolution independent meaning I could use it on the iPhone version too if need be. Niiiice!!!
(Shadow edge is pants, I know) lol