Downsizing BlazBlue sprites to conform with Street Fighter Alpha/CvS2

You'll have to forgive my ineptitude with posting attachments on this forum.

One sample has the unedited, scaled Ragna.

The other is edited to match Terry's general proportions. Terry is 5'11" Ragna is 6'1"

The fully edited Ragna. torso scaled up about 110%, then the head, an additional 120% on top of that. This does not include the hair.
Then, I slightly shortened the legs, perhaps a couple of pixels.

I should also add, the rough test hasn't had the color indexed, but the final edit is the correct palette.

30% is what I landed on for these two, But 29% is probably more accurate. It would require a lot of tweaking with multiple sprites to really get right.
 
That's really good work Matin Grigr it's a shame there isn't some algorithm program that could do what you just did for 1000's of sprites, like a set standard a.i that works out percentages between sprites of different games and art syles
 
Thanks Danno, I appreciate that. Yeah, an algorithm would be great. I suppose I would probably try to build some sort of workflow to speed up the process incrementally.
Basically, I am only really familiar with gimp, and certainly not an expert, but I would probably try to find or build a sprite sheet for Ragna, or partial sprite sheet because of the scale of Blazblue.
Scale up for the torso, save and open the upscaled image again, scale up once more for the head (or more accurately, face,  since I didn't go with scaled hair).
Reopen the original unedited sheet, use clone tool for the upscaled torso, which includes upper arms as well, do the same for the upscaled face, then clean up any edge distortions manually.

Still time consuming, but manageable if done in parts. Although I'm sure there are much better editing programs available that could solve this problem more efficiently.

Forgive me if this already very obvious to you guys. Thanks again.
 
Now now, there's no perceived hostility here. danno and I are just passionate men being assertive. It's all business and love for the games, guys--though I respect the apology nonetheless, and I'm likewise sorry if I came out rough.

I toyed around some more after reading everyone's ideas. How does this look?

fcJl1SN.png


The Blazblue characters were resized by 31% width and 28% height, using Paint Shop's "Smart Resize" option.

dJudffS.png


... or the alternative 30% width 28% height resize, with the same program.
 
fcJl1SN.png


I'm liking the 31 28 dude, much better and more unified looking than before

ppQcNbJ.png


Now Terry's bicep doesn't look as thick as Ragna's waist :)

 
31h/28v seems to work well.

danno said:
Now Terry's bicep doesn't look as thick as Ragna's waist :)

...which is a very good thing. IMO Terry is the one redraw Capcom kind of messed up. He's just too lanky looking. Say it with me Bogard - "Leg day."

DC
 
So here's the 31%W 28%H resize, but instead of using Paint Shop's Smart Resize, I'm using Fighter Factory's EPX+bilinear algorithm:

Sc1sHGR.png


Ragna now looks a little thinner than before, but not as much as the straight 28% Smart Resize sprite that I'm using now. Have we found the winner?
 
danno replied just as I was editing the last post. I'll put it here.

Same EPX+bilinear, but now with 32% width and 28% height. Looking better, or should we stick to the anti-aliased version?

RqXxAhr.png
 
Nicky, try using Aseprite for resizing, because he has the same algorithm or RotSprite inside it and It wields better results than photoshop.
 
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