This site is currently in read-only mode during migration to a new platform.
You cannot post questions, answers or comments, as they would be lost during the migration otherwise.
0 votes

Is there any way to make Sprites look like clearer without losing pixels or making them "blend" between. In other words, how to make in-game Sprite look exactly like the original PNG.
Here's a example how my character looks in game with different settings:
Granted, in this example, the original PNG is in a bigger resolution and is just scaled down in Godot.
What are some good practices to have the same result in Godot and the image editor software you make PNGs in.

in Engine by (64 points)
edited by

1 Answer

+2 votes

For this case of downscaling, Mipmap+filter gives you the best look, IMO.

You should try not to do single pixel lines if the image is going to be downscaled because that will result in weird looks (try that on the image editor), maybe even frames looking different from each other if what you look for is a sharp pixel style.

by (7,954 points)

So is a better practice to have original images in size which won't be changed, or to have them in a bigger resolution then downscale them? Or maybe to not change the scale of the Sprite but to change the parent node?
My Godot game scene is in 1920x1080 resolution, but I'm making all of the images in Affinity Designer (vector drawing software) scene in 3840×2160 resolution.
This way I thought I could have Sprites in a bigger resolution to not lose image quality when zooming in.
I'm trying to go for a "clean vector style" just for a reference what the goal for image clarity is.

Edit: the "Original PNG" in the link above is not in the original resolution, which is 1024x1024, the Original PNG in the link is downscaled resolution.

Did some new tests, and this is the result:
enter image description here

The first one from the top looks most like the original png.
I was hoping there is a way to import larger resolution images so they don't lose on quality when zooming in. Seems it won't work as I thought. Guess I'll scrap zooming in for this game, it wasn't that important anyway.

Zooming and keeping detail is always tricky in pixel art.
Another option can be making something like LOD is for 3D, make different textures for some key zoom levels and change the sprites.

Welcome to Godot Engine Q&A, where you can ask questions and receive answers from other members of the community.

Please make sure to read Frequently asked questions and How to use this Q&A? before posting your first questions.
Social login is currently unavailable. If you've previously logged in with a Facebook or GitHub account, use the I forgot my password link in the login box to set a password for your account. If you still can't access your account, send an email to [email protected] with your username.