GFX & SFX Design Project: HOW-TO Topic

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Karnizero
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GFX & SFX Design Project: HOW-TO Topic

Postby Karnizero » Sun 20 Jun 2010 11:30 am

Last edited by Karnizero on Tue 22 Jun 2010 12:56 pm, edited 1 time in total.

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Karnizero
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Postby Karnizero » Sun 20 Jun 2010 11:30 am

I will start with a quite simple but usefull grafical effect that we can achieve in two minutes: a realistic explossion.

Lets do it.

When we finish it, we will get something like this:

REALISTIC EXPLOSSION SPRITE





I will be using The Gimp as Graphical Editor. Download it here:
http://www.gimp.org


You no need plugins or other than the default tools that Gimp provides.

First Step:

- Open Gimp, and create a new image (Ctrl+N). In the example, it's 256x256 width and height.
- Delete the "Background" layer.
- Create a new layer, and fill it with black.

Second Step:

- Select the brush tool, and as brush type, select "Circle Fuzzy (19)". Set the bush scale (just above the brush type) to 6.0.
- Change the foreground color to a Pure Red (FF0000 or RGB(255,0,0)).
- Now draw a circle in the middle of the black-filled layer (the background layer). You should got something like this:



Third Step:

- Change the foreground colour to Pure Yellow (FFFF00 or RGB(255,255,0)).
- Draw in the same layer another circle, now yellow, BUT smaller that the first one:



Fourth Step:

- Select White as foreground color (FFFFFF or RGB(255,255,255)) and draw another smaller circle inside the yellow circle:



Fifth Step:

- Our explossion base image has been created, but we don't want the colors to look so "scaled". Let's go to "Filters > Blur > Gaussian Blur".
Depending on the size of your image, you will have to increase or decrease the amount of horizontal & vertical blur. For the image in the example, I set the blur to 50. For smaller images, use less blur.

Now this starts to look like an explosion, isn't it?



But it's a n00b explossion, because explossions also have particles, and they are not completely rounded.

Sixth Step:

- Create a new layer and fill it with black. Move it to just above the background layer.
- No go to "Filters > Noise > HSV Noise".
In the new dialog window, set the values as follow:
? Looseness = 2
? Tone = 20
? Saturation = 50 (increase this if want more particles)
? Value = 255 (this is the max possible value)
Press Accept button.
- Now, in the Layer Mode combo box, select "Overlay" as render method. You will get this:



Yes, this is now coming closer to what we want to achieve.
Just two steps further our final result!!

Seventh Step:

Lets "break" now the round explossion, and create some random clouds.
- Create a new layer, move it to the top and fill it with black.
- Go to "Filters > Render > Diference Clouds".
In the new Dialog Window, check the "Random" Checkbox.
Set the clouds value to 4 and press Accept.
Now, set render mode as Overlay again, and this is what we get:



Good one!!! Now the explossion is not 100% rounded, and it has now some random clouds, but we just need one more step to finish our nice explossion:

Eigth Step:

- Create a new layer, move to the top, and fill it with black.
- Open again the Difference Clouds dialog window (Ctrl+Shift+F) and set the clouds value to 16 (that's the max value allowed). Press Accept.
- Set the render mode to Overlay, and here we are!!!! Our fancy explossion is finished!!!





Right now, we can change some optional parameters to change our explossion aspect.
For example, if you don't want the black background, just a transparent one, go to "Colors > Color to Alpha". In the new dialog window select the black color. Press accept, and all your black will be converted to transparent.

If you want to change the explossion color, you must to first set the black color to alpha, and then go to "Colors > Colorize". There you can play with the values to get a color you like.

You can also go to "Colors > Brightness and Contrast" and increase or decrease the contrast value to make the explossion more or less fiery.


Once you got the explossion you want, you should save it as a PNG image, so you don't loose your Alpha channel (transparency) and the image quality will not be loose even if you set the maximun compression rate.

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Liberation
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Postby Liberation » Fri 25 Jun 2010 4:50 pm

Wow good stuff, i be having a go at this soon.

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Tragos
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Postby Tragos » Sat 26 Jun 2010 5:43 am

Hey I like this a lot. I plan to write a tutorial about "Digitizing" sprites one day.... But that will have to wait until I'm a pro at it. Thanks for posting such good info!
www.tragos2d.com
My personal website, blog and home of my ventures in the study of game design.

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Tragos
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Postby Tragos » Thu 01 Jul 2010 2:03 pm

www.tragos2d.com

My personal website, blog and home of my ventures in the study of game design.

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Karnizero
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Postby Karnizero » Thu 01 Jul 2010 4:54 pm


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Tragos
Posts: 468
Joined: Tue 18 Mar 2008 4:29 pm
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Postby Tragos » Thu 01 Jul 2010 6:18 pm

www.tragos2d.com

My personal website, blog and home of my ventures in the study of game design.


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