This is a 512x512 Canvas .png (ca. 16kb)
I started working with Blender now.
1. Because i want to learn to model in 3D.
2. Because it takes less time to animate in 3d with rigged models than it takes to draw in 8 perspectives.
I want to create a Diablo2'ish look in my game.
8 Direction Movement.
Pin armor and weapons to the character.
To get a flowing movement of my character, i need at least 5 pictures.
So 5 x 8 for my (Naked) character to walk in all directions.
1 Handed Attack + Block?
2 Handed Attack + Block?
Special moves that can't be done by speeding up the frames.
And of course every Sword,Axe,Bow,Cape,Helmet,leg and arm armor, gloves and chest.
x 5 x 8 x every attack animation.
So the pictures to download grow quite a bit for every piece there is...
The Sword Png from the start for example:
16kb x 5 x 8 = 640kb
(This is only for when the sword is equipped while walking).
The Animation Below uses 16 Frames.
16kb x 16 x 8 = 2048kb = 2mb !
And that is for one sword / one type of attack.
A whole set in 512x512:
Character(Movement animation 640kb + Every Attack Animation 2mb x min.5)
Using the sword to calculate.. (an allmost empty 516x516 png)
I got it to 67 Megabyte!!!?! Wrrahhgrrbl!
Now taken. 512x512 is quite big.
256x256 still looks good.
128x128 is the smallest i can go before it ruins the look of this sword.
(Keep in mind that it is uncolored)
67 mb 516x516
33 mb 256x256
17 mb 128x128
Even with the 128x128 variant.. my game might still be 100mb < in png size alone
Taken.. i dont understand picture size very well.. when i rotated the 128x128 sword:
I was 10kb, therefore larger then the 256x256 file
But this just means that it might be even larger..
So.. anything to say? Any flaws ? Is C2 compressing image files?
Should i lay down and cry ?
Feel free to explain a bit about image sizes as well :)
Edit: The Animated Knight is about 90x90 so 128x128 might work..