Author Topic: Creating SD from HD Atlas  (Read 5214 times)

ivomarel

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Creating SD from HD Atlas
« on: January 14, 2014, 06:25:33 PM »
Hi all,

I just created my SD atlas from my HD atlas, by doing the following.

1) Duplicated & Batch resized all my source images (using OSX Automator)
2) Selected the folder with the resized images in Unity, clicked 'Select Dependencies' & Created new atlas called 'SD'
3) Went through all (it was only 25) sprites in the HD atlas and changed the border of my SD sprites to 0.5 of the ones in the HD atlas.
4) Changed the pixel size in the SD atlas from 1 to 2

This took me 10 minutes and it worked perfectly. Still, I felt like an idiot manually resizing those borders. And of course, whenever I update the HD atlas, the SD atlas will not be automatically updated.

Is there an automated way to do this?

Thanks all.

ArenMook

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Re: Creating SD from HD Atlas
« Reply #1 on: January 14, 2014, 07:24:14 PM »
The idea is that your artist will provide you with both SD and HD versions of each sprite (ideally named the same, just located in different folders). You would then build your atlases from those source images. Reducing the atlas texture is not the best way to go.

ivomarel

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Re: Creating SD from HD Atlas
« Reply #2 on: January 14, 2014, 07:38:08 PM »
I'm not directly reducing the atlas texture, I'm reducing the source sprites (that the artist gave to me). Isn't that the concept of getting an SD and HD version (an SD sprite is and HD sprite with half the resolution?)

ArenMook

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Re: Creating SD from HD Atlas
« Reply #3 on: January 14, 2014, 09:08:33 PM »
Not usually, no. Most artists work with vector graphics for UI elements, which scale much better in vector form than in pixels. Shrinking a bitmap image won't maintain its crispness. Shrinking a vector image will.