What size should your assets be? | HD 2D GAME ART
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- Опубликовано: 27 ноя 2024
- A moderately quick overview about asset sizes and graphics performance. This mostly relates to high definition or HD graphics, and relates less to pixel art, since it will have other limitations.
Most of the information here will be engine agnostic, and you'll hopefully learn some terms and concepts that relate to your engine. But most of the examples I use will relate to Godot and unity, because those are the engines I have worked with.
If you want to see more unscripted content, I have started a Patreon: / nonsensical2d
This is actually the best channel for 2D game art that isn't focused solely on pixel-art
agreed
Seriously. I've been searching for more paint-like art for games and all I find is pixel art
Right I’m so sick of pixel art
there is nothing wrong with pixel art if its actually good but i like both
sense it helps with both is great for all, so even it was based form pixel art it would be the same issue
This is by far the best explanation I have seen on this topic. Amazing work!
It's really nice to see a video like this about HD 2D graphics. So many videos about 2D game graphics focus on pixel art and while that can be a very cool esthetic (though the pixel-art I like to see is still fairly hi-res and detailed) it's not the only way for 2D games to look, and not the (default) look I want for my fighting game.
The tips in this video seem very useful and relevant and should come in handy for my project.
This is possibly the question I get asked most often, and I've been moderately unsure on how to cover it. So this is mostly an engine-agnostic beginners overview of some terms and concepts that you might want to be familiar with, so that you can look up the specifics in relation to your engine. This means that I made a considerable amount of simplifications and I didn't go too much into specifics relating to different platforms or hardware. As mentioned, hopefully I didn't make any mistakes, but if I did, please write down in the comments and I'll try and pin a correction.
Ohh, and whether you shoot for 4k or not will be up to you, the safest bet is to probably make your assets fit 4k even if you don't make your game in 4k. I mostly stick to 1080p when working on my game because I usually start my scenes fairly unoptimized and in 4k my computer will have trouble running. I generally don't think people would buy or not buy your game based on it not being 4k anyway...
subscribed because you immediately got to the point and explained what the video title implied in a concise and clear way. thank you
Subscribed for the same reason. This video was super helpful
I really appreciate this video! When I started doing higher-res game art it was difficult to know what best-practises to look out for and there seemed to be few resources on the topic. I ended up arriving at some of the tips in this video organically and it's great to supplement that with the more technical aspects you've explored, so thank you very much!
I searched for "unity what size images" and ended up getting a wealth of information of things I hadn't even thought of!
Brilliant for those like myself that are starting out!
Thank you for such an incredible tutorial packed with knowledge! I've never seen anyone list all the new concepts mentioned in a video at the end, I think it's very helpful. Please keep up the good work!
I'm not artistic in the least and I've never understood pixels and image resolution and display resolution. This is the clearest, best explanation I've ever seen.
I'm slow. I still don't get it😅
@@shonmacklin9613 Digital images aren't continuous, they're made of lots of discrete patches of colour. For a traditional art comparison, think of a painting versus a mosaic. The resolution is the number of mosaic tiles horizontally and vertically that make up the image. More tiles let you have more detail, but it'll take longer to put together. The tiles don't have to be square, but they usually are, just for convenience.
@@Roxor128 awesome thanks for the explanation
Amazing as always, great job. This is one of the things I often find myself struggling with. Thank you very much for the video.
this is an awesome video! I've been looking for a tutorial on this topic for a long time but this is the first one I've seen explain it so clearly, thank you so much!!
Thank you! So far, I've learned more in four videos from you than in as many books on game art. Well done!
Wow. That was quite a lot of information packed into one video... Thank you very much for sharing your knowledge & tips, I think I learned a great deal of new things to help me tighten my workflow!
This is amazing information. I stumbled onto your channel recently being new to game art and you are answering all the questions I had. This has been one I've been trying to figure out.
Excellent video! A subject that I tried to understand many times and got bribes of information here an there, but not understanding it as a whole. Your video summarizes everything in a very simple way, Thanks!
this is the first vid that ever explained why tilemaps and other stuff properly to me, so thx man
Why is Rayan Gosling making games?
He's tired of Driving.
Keep up the awesome work!
Thanks for sharing.
By far the most clear and useful video I have found on the topic TY ! new to 2d and having trouble making the transition.
This is SUCH a useful video, holy shit, literally tackled the question i had about it in every detail, tysm
Omg the breaking up textures is so weird that it does that I really would have assumed the opposite, this whole vid has been so helpful thank you so much!❤
You are totally right and it is important to have in mind everything you said. When you desing graphical asset packs as a general thing for anybody to use, it is even worse. You cannot anticipate what potential uses each indivisual developer is going to think of for all the sprites you create. In this case I guess the best bet is the general rule of thumb you mentioned, create the assets at 2x the estimated needed resolution. And for the dpi of the images, on one hand makes no sense to make 300 dpi images for screen content, but on the other hand there's no downside(as far as I know) on the performance of the game and you may want to use some of the images for printing in the future. Thanks for keep on creating cool content😁
Ohhhh that makes a ton of sense the whole multiplication of 2, 16, 32, 64, it’s just easier for the computer to read it. Neat
For a channel called Nonsensical 2D your videos are incredibly useful and make sense :V
nice , you are the best 2 artist ,thanks for Manaus - Amazon - Brazil
very concise and well explained , congrat for ur video
The improvement in upscalers can be a help to artists now. You're freed to work closer to your target res, which helps to avoid over-detailing, and when/if you need higher resolution (for app stores, promotional materials, future ports to 4K) the upscaler can resize it while maintaining crisp lines/features 👍
My Therapist: 2D game art Ryan Gosling doesn´t exist. He can´t hurt you.
2D game art Ryan Gosling:
Right?
I just watched La La Land, I feel trippy watching this lol
very cool tips, love the narrative as well
I've been following you and taking your advice. As a wannabe game dev that has no art experience, your channel has been the most sensical :) I'd love to see how you approach UI for your game, like fonts, menu styling and all that stuff.
Ye for sure, I want to touch on it and have started on it a bit, but I can't entirely say when it will come, I have quite a few videso that are further along in development and will probably be released before :( I have a video on usability of UI, but it doesn't discuss the artistic aspects of UI sadly.
@@Nonsensical2D My comment should by no means pressure you into doing it. If you already thought about it then obviously it would be cool but do it at your own pace and will. I really do appreciate your videos and I will for sure buy your game whenever you release it. I can't stress enough how helpful you've been, I went from "I won't be able to do this" to "maybe there's a chance I can actually build this game", which is HUGE. Thanks!
This was crazy helpful and perfectly to the point! Thank you so much!
I've come across your channel these past few days and found so much useful information! Also I like your style quite a bit. I've done several games on Dreams and have been learning Unity, Procreate and a bit of Blender. But I want to make some of my own game art going forward and not use assets as provided in some of the tutorial material, and these type of questions like you tackle here in the video are just not something you came across much in Dreams. New subscriber here and I look forward to more videos from you. I'll try to memorize the 2x larger size as a general rule but also remind myself that the answer to a lot of use cases is "it depends".
wow that was actually so well explained, perfect! Thank you so much!
Wow, this is very in-depth and detailed! Thank you very much! ❤
Thanks for this! - You made a good point with the size. Especially if you add your art to other things like YT Videos
Thank you so much for making this video!! This is really helpful and informative, been looking for this knowledge
Thank you for this video!!! It was exactly was I was looking for! You explained super clearly and mentioned the concepts to search and know futher. Thanks!!
As always very helpful information, keep the good work man.
You know, I guess being left handed makes me sensitive when I see it out in the world lol. Awesome video, thanks! :)
As usual, really good infos. Keep it up!
I just found your channel and subscribed today. Great work!!!
Great video man ❤ I loved the way you explained it. Keep going 👏🏻
Great video.
Here is a simple wotkflow to do sizes: make a mockup of your desired screen in Unity.
1. Figure out what 1 unit in unity should represent. Generally, that‘s one tile or 1 meter, or something sensible.
2. mock up a example screen in unity. Put a square sprite (right click in project > 2D > sprites or something), or cube 1 unit large, and put some crude or found sprites also representing some elements you plan to have, e.g. player character. Tweak this so that the cube has the right size given your intended camera settings.
3. then, in your graphics tool, load your mockup screenshot and scale it to the desired pixel size, e.g. 4K. Now you can measure the cube what you would need to set in the sprite setting for how much pixel per unit. Say, the cube is 128 or so. Thus to cover 1 unit in unity, your sprite must be 128 pixel. If a tree is 3 units high, that‘s 3x128 = 384. This gives you both the resolution for the sprites, and the asset sizes.
Great information, and a great looking game! Thanks.
Your "generally" sounds so cute
Thank you so much this will be an unbelievable amount of help, keep up the great content.
This is a great video, you explain things very well! Thanks so much!
Valuable info. Keep doing what you doing.
3 years on and off I have been developing my game. To this day this is one of the main questions I have had about my game and how people manage it.
Ye I kind of feel the same to some extent. I've read a lot about it and been doing it for quite a while (and have some background in adjacent stuff), but it feels to some extent like there are no videos or texts covering it at all, which is why I felt the need to at least cover the basics for those who are real beginners to game dev and programming (because it can be a bit overwhelming). With that said I know my management of it is suboptimal, but it works, and that feels kind of like the indie dev motto.
I am learning a lot from your videos...thank you!
This is good info. I have yet to start, this would help a lot.
This is so well-made and helpful!
This is some very pertinent information. Listen.
Amazing videos, thanks for your effort
Awesome information! Thanks a lot!!
In Godot you can do ArrayMesh to get rid of transparent areas.
incredibly useful. Thanks!
Thanks for sharing your knowledge
You deserve a thumbs up 👍👍
Thanks, really helpful info.
great video, great value 10/10
But which resolution should you target in 2024?
55.73% of Steam users surveyed are using 1920x1080, and 21.73% are using 2560x1440, with the next bucket being 4.3% of users at 2560x1600. I think it's worth targeting the "Next-gen" resolution because it still vastly supports your current gen users and as you stated, modern hardware can well-scale with minimal performance issues.
Thanks for the all information
if i am drawing all my assets mainly for 1080p screen sizes but someone views the game on a 4k monitor would be game look bad how to fix this issue
Your channel has been helping me a lot with technical stuff like that. I have two questions. So basically, whenever I want to have a large image (say, a 600x400 house) I break it down to pieces, like doors, windows, roof and walls and assemble them together to get a better performance? And also, do pixel art games have a better performance just for the files being very small?
I would assume that in order to get absolute best performance you would break it into pieces and then stick all the pieces in a sprite sheet and then make your house using tiles (you would probably end up with the least memory usage and only one draw call this way). But you don't always need to go for best performance, I rarely do. I tend to start with the method I am the quickest with, and if I need to improve performance, then I do it. If your house is almost perfectly one nice square building, then just placing it as one big picture is going to have very similar performance to placing it in a sprite sheet, and if your size is 600x400 then that is a fairly small size to begin with (less than 1 MiB i think) so I doubt breaking it down into pieces would even net you a significant performance boost. Ye, pixel art is significantly easier to run well because of file sizes :) it also tends to be significantly smaller size for the entire game as well, Iconoclasts is like 160 mb for the entire game, whereas GRIS is 3.4 GB, even though gris is probably a shorter game :)
@@Nonsensical2D that's a relief, I'm using Godot right now and plan to get busy with 2d assets, so if things get crazy I just use tiles for the large sprites. thanks a lot for the answer, you are a beast!
Awesome work man.
Extremly Helful, Thank you !! ❤
Bro you have the best mumble ability
Obrigado por compartilhar seu conhecimento!!
Your knowledge are amazing, it would be more amazing if you split you video to chapter so we could re-watch each chapter that we wanted, since sometime when I wanted to re-watch a video it took me some time to find where is the part that I needed to watch.
Overall thank you for sharing
Ye, I sometimes think about doing it and have done it for some videos. But I generally don't write my script in "chapters" so it always feels awkward to place sections and chapters since it isn't entirely clear to me where one topic begins and one ends.
Interesting, I always thought those sprite sheets were to make the work process easier. So the level designer didn't have to sift through hundreds of files. Never occurred to me that it was for saving the memory.
Amazing video and amazing channel. I love procreate and I am beginning game dev looking to use it for game art. I get the relative sizing notions, but what I’m a bit unsure about is tilesets. Do you make individual tiles in procreate or do you design the whole level in procreate and then transfer it to Godot and use Godot’s tilemap node to break it up into reusable tiles. Similarly for other assets, like say a tree, do you draw the whole tree on procreate and then use Godot to split the tree up into bark tile and top tree, allowing you to construct trees of different heights. Or do you just build the tiles individually in procreate?
I always tend to start by 'grey boxing' in Godot. So I'll make all my tiles and try and see if I like it gameplay-wise way before I do any art (and I generally recommend to do this, gameplay is always more important than art). I then tend to screenshot my tile map and throw it into procreate and draw a rough composition ontop of that screenshot (a 20 minute rough sketch). From that point I kind of know what assets to make.
If I make a tile map I always start making all the tiles in the same document in procreate (using a grid overlay), I then make a tiles from those tiles, copy those over to Godot and then 'replace' the greybox with the 'pretty tiles'. For background and foreground especially I never personally use a tile map. I just place individual assets, it's worse for performance, but significantly easier to make it look good. This quite often happens for my playable area as well, I often just place assets free floating on top of the grey box, though I do not recommend doing this (it is worse in every single way except I find it easier to make look good).
If we are talking making platforming trees, I do recommend splitting it into tiles just as you would with any other asset. This means building the tiles in procreate, but as if they are tiles, so that you can split them easily into Godot. It's difficult to say which approach will be the best for you, I have switched approach a couple of times during my development, but I do think the best approach is to make whatever you have in procreate be extremely easy to port and use in Godot. You might start out with what you are comfortable with when drawing (so that might be a whole tree), but eventually you will have to come back and draw your assets in procreate, and you generally want it to be very easy to polish a thing in procreate, and have that update in Godot seamlessly, which means you probably eventually want to have a sprite sheet of some sort in procreate.
@@Nonsensical2D thank you! This is very helpful! Do keep the videos coming! :) Do you have a discord community?
No I don't have a discord :)
Hi! Great explanation!
I have one question. You mentioned that your animations were made in 4k, but the character is 256x256 in-game. So, how did you scaled it down without messing with its details/contours? In Unreal engine I know there is a "pixel per unit" parameter we can use to re-scale the sprites. I've tried it and could scale down a ~1000x1000 px sprite to have the same height as a ~256x256 px without loosing definition. While trying to rescale the original one either on procreate or libresprite to have 256 px hight it lost definition. However, I am not sure if changing the "pixel per unit" parameter would have impact on the gpu performance: e.g. would it require the same ammount of processing as working with the original 1000x1000 px file? Or it would required less processing?
Thank you mate!
That's actual an useful information
My png exports which are in png tend to lose quality (gets all jagged and looks pixilated) when i scale the down in Godot from adobe illustrator. what do you think is the ideal way of exporting them to maintain clean edges. I use compatiblity mode with opengl 3.3 on intel (R) HD graphics 405. My export setting are set for art sampling to check anti aliasing and all
Thanks for the advices, but what software would you advice me to use for 2D line art?
Should I draw a figure in 16x16 if I want a SNES kind of feel but with handdrawn sprites?
Or just draw like a madman and then scale it down ?
Maaaaaan this is so useful, some kind of university-tier sh1t! I am dead serious!
Can you help me with the issue of inconsistent line thickness? Say I need to use a character/sprit in two different sizes (one very large and one small). As you mentioned in the video, and I've noticed myself, the line thickness becomes inconsistent (one very thick and other very thin). In a scenario like that, should I make 2 different sprites of the same character, manually adjusting the thickness of line in my drawing software?
Ye, I think that is probably the easiest way to solve it. I dont really think there is an easy way, its kind of the downside with using lineart
So what do you do when you make your mishroom charakters or trees do you take a procreate canvas and put to those exact pixels and draw it or do you draw it twice as big and thrn shrink it down?
Im also using procreate and your gane art looks good nor blurry and I just wanna know more detailed hoe you do it because I can never get my assets right just making le quit multiple times over.
I make a ballpark estimate of the size and try to make it like 5-10% bigger at most (unless I do twice the size). But focus first on making it not blurry. I know when I used to use unity (I don't know if you do) that I had trouble with some import settings that made my assets blurry even if they were the correct size, but it was truly a long time ago so I can't remember what the issue was at the time. But if the asset looks good and not blurry as a PNG, then it should look good in game as well (assuming correct size) and if it doesn't, it is probably due to some import setting or lossy compression that is causing the issue (this could happen in any engine you are working in, be it gamemaker, unity, godot etc)
So if I plan to use 256 pixels wide in game, I should draw at least at 512 pixels wide to be save. But when scale down, should I scale it back to 256 pixels then import to game engine or import the 512 one and let game engine scale it down?
Another comment he replied to is scaling it in the game engine. Cuz he usually needs the higher resolution for the asset and the engine works fine doing the hard labor.
Great video. Thank you! As for DPI, is there a standard for 2D game art?
I've seen some sprite sheets from random games and they all tend to have significantly lower DPI and still generally look pretty good. That said, standard for print is 300. I've been doing 300 for my assets but haven't gotten into Engine yet. Should I aim to reduce DPI for future assets?
Another person in the comments said DPI won't significantly affect performance via a game engine. What are people's thoughts on that?
Any advice is appreciated! Thanks.
Why would you use 300DPI when a video screen (all of them) are only 72 to 96 dpi? You don't understand DPI and confuse it with resolution!
When you say to make the sprites 2x larger and then reduce them, should I reduce them in Photoshop or in the game engine? Love your work, please don't stop.
for me it has happened on more than one occasion that I realise I actually need higher resolution for an asset, and its obviously quicker to just be able to change it in engine. And you might have to tinker with the build depending on the platform and such in the future and then needing to adjust the textures in the engine anyway, so I have personally gone with making my project more versatile and placed changed everything in engine.
Me when I'm making a 2D fighting game so I only have to worry about drawing one scene at a time
I love ur videos so much
By creating sprite Atlas we can reduce drawcalls.
Great video! :)
I made a 1920x1080 canvas then i made a new project 32x32 to make the player when i copy pasted the 32x32 into the 1920x1080 it did not scale properly....it got way to small...what to do about this? Everywhere on the internet they say to make 8-16-32-64 for sprites and 1920x1090 for the canvas/gamewindow so what am I doing wrong..my player is microscopic....
Are you using unity? Cause you have a measurement setting in unity, measured in units. And then you also have a pixels per unit setting. It is possible that your ppu or unit size of your character is really tiny. (Assuming you use unity)
@@Nonsensical2D no I'm not.
And I'm still only talking about procreate the game art looks not good within procreate.
Ohh ok, i know what you mean then. I have no idea why it happens to be honest. I tend to try and work around it, but i also get the same issue with pasting
Hey hey, thank you very much for the video! Very nice and informative..
Was wondering if you're using a script when making the video, I'm thinking about doing a few myself on programming :D
Yes, everything is scripted, pretty much every single word is said as written. I used to memorise each line and then say it, but nowadays I use a teleprompter and actually read from the script when speaking (you can sometimes see my eyes scan when speaking). I think whether a script will be good for you or not kind of depends on what kind of person you are, I don't really like speaking off the cuff in a video, because there is a high risk I get sidetracked or explain a concept suboptimally. But the downside is that a script generally takes time, a lot of time. 1000 words are about 5 minutes for me, so on occasion I can sit with scripts that are 4-5k long, which is like a decently sized essay :)
@@Nonsensical2D Thanks for the info!
Well about the draw call logic, i use monogame so I can draw anything i want in the same draw call hehe
Thank you
I'm making my first game while learning game dev and pixel art since I'm medically retired and need a hobby .. I'm trying to make a simple 16x16 pixel art game where you just point and click the assets on screen (a family of cats) but I get so confused about canvas size.. if it's 16x16 basic 2d game how big should the canvas be? And the tile sets i make shpuld be 16x16 also correct?
if you are doing pixel art, there's a good video by AdamCYounis called "Pixel Art Class - What's the right canvas size", it goes quite in depth on the topic and will probably help to answer most of your questions (there are a few underlying things that you might not have thought about that are worthwhile to consider and this video tackles a lot of choices you need to make).
@@Nonsensical2D thank you! Have a good day
Hi. Can you give any anvice how to minimaze the size of a 2D game with A LOT of unique PNG backgrounds?
Really good video! I’m sorry if it comes off as rude but you should try to relax your brows while speaking. It makes the video seem tense if I look at it.
Thanks :) No problem, I am aware of it, it in part happens because the text on my teleprompter is on the edge of what is possible for me to read, which is why in my recent videos I have glasses :D but also I don't like looking directly into my light source (which is pretty much where the camera is) so I sometimes naturally strain my brows because of it :) basically I try to be cognisant of it because I know how it comes across, and I do it slightly less often nowadays :) Thanks for the feedback :)
I have a question if I were to make my assets(hollow knight style) in procreate, is it ideal to make all of them in a high resolution(2048x2048) then resize them to a smaller size if you want or do I make it to a specific size that you intend the asset to be, for example, like 512x512 for a character? Does high resolution sprite sheet(2048x2048) matter with memory consumption? I’m still having difficulty in understanding.
I tend to make them something like twice the size i need them for. so if the bush is going to look like 128x128, then i make it 256x256 and later export it at 128x128. you can probably go 4096 or even up to 8192 for sprite sheets without it causing any real issues depending on hardware and target platform, just as long as it makes sense (the sprite sheet is actually being used in its entirety) I think all modern platforms should handle 2048x2048, even mobile phones at this point, you just have to be aware with such sizes that you can't have too many of them, your game should probably be able to run on 2gb vram, so it could be worth checking the debugger how much you are using. But you also don't have to use a sprite sheet, a lot of this is about making a judgement call for what you think is best for your game, if you do something really wrong, you'll most likely notice it because either it will look really ugly and bad, or the game will lag or not run properly.
@@Nonsensical2D understood, now I’m getting the hang of it. Appreciate it!!
@@Nonsensical2Dow do you usually resize(reduce) the resolution of sprites or assets without losing too much quality. You mentioned about reducing the size of a bush from 256x256 then export to 128x128, how do I do that? Is it from the procreate itself or photoshop? I’ve made a sprite with a size of 512x512 and I want to reduce it to let’s say 256x256. My art type is line art like HK style and I created it on procreate. A response would be much appreciated =)
@@goofedhunter It depends a bit. if you use godot and i think unity as well, you can just limit the size in the import of the asset. so that the asset that you have will be 256, but godot will only import it at 128. But if I export it as smaller, then I resample the canvas, export it and then redo (cmd+z) so that I am back to the original size (its very important that you redo this step in procreate, since if you ever click away from the sprite you will forever be stuck with that downsampled version. technically you could do a duplicate if you want to be safe)
@@Nonsensical2D that make sense but quality drops a lot when you downscale even using the power of two. Hollow knight characters are very sharp, is it because they draw it at a high resolution like 1080x1080 and reduce the resolution? How can I lower the resolution without losing too much quality? Does it have to do with anti aliasing?
about the draw calls thing - vulkan/dx12/metal/wgpu make draw calls cheap and there's no magic unloading and reloading textures like in opengl.
What should be the resolution of my sprite in Photoshop? I mean 300 or 72 or something in between? Will is also increase or decrease the game size?
Nice Video! How do you handle the 2x rule in Unity? How do you reduce the sprite size? With "Pixels Per Unit" in the sprite import-settings or are you scaling the Transform-Component? And what orthigraphic size are you using, because this should match to the pixel per units, shoud'nt? I have the problem when I import a sprite and scale it down, than it looks pixaleted / jagged. I'm using hand drawn art like you.
Hi, I don't know if you have read it yet, but there's a really good blog post that covers a lot of what you are asking called "choosing the resolution of your 2D art assets" on the unity blog. making it 2x as I described mostly refers to making the sprite, the exported sprite tends to be good to keep at around the size you need it for (because of performance issues). As far as I recall changing PPU or scaling the asset shouldn't make that big of a difference. I'd check the blog post, just search for the title in google, I haven't personally worked in unity for the past 3 years, so I can't recall orthographic sizes and such, sadly. Hope it helps and good luck!
Edit: I realized now that maybe you were referring to 2^n, from what you are describing do you mean that you actually want your asset size to be say 400 pixels, but you try to fit it to 512 and then scale it down, so now it looks off?
If scaling it down makes the asset look pixelated even though it has more than enough pixels it could be because of filtering methods or anti-aliasing, generally you want to adjust the size so that it is a closer match to what you need, but it sounds as if you have done that. So trying something like mipmaps or changing filtering methods could help. mipmaps will make the same asset visible in different resolutions basically (will make the texture size slightly larger, but performance and quality can definitely be improved). Here it would probably be good to keep the texture size at 2^n
Another potential option nowadays is to keep the size uneven anyway, you don't need to do 2^n for all assets if you are running into trouble with it, and if you fit it into a sprite sheet but keep the sprite sheet at powers of 2 then I don't think it actually matters (this could be less beneficial if you actually want to use mipmaps and stuff).
@@Nonsensical2D Hey thank you for your detailed answer. I know the blog and I tried a lot of different settings, inport sizes etc.. I think the mipmapping is too much for my game.
Its true, that the 2^n-rule dont effect anything. As far as a noticed. I think its all about finding the right balance between blurry sprites and too sharp sprites, which can look jaggy.
And when you look close to other professional games, some sprites and textures are also a little bit blurry or jagged.
Thank you and keep going
I love your videos