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EllerSure
Seaman
Joined: 28 February 2013 Online Status: Offline Posts: 3 |
![]() Topic: Questions about AAPosted: 27 June 2014 at 10:51am |
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As anti-aliasing is done on both side of a line,does it cause the outline to blur into the background?
(I noticed that it seems people do less aa on the outside of sprites' outlines.) |
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jalonso
Admiral
Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
![]() Posted: 27 June 2014 at 12:18pm |
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It all depends on what is being AAd and what its use is going to be.
A game sprite that moves is not AAd to the outside generally whereas a still image usually is. The moving sprite usually has BG changes so one never knows what needs AA. Blurring when it happens, is when you AA anything on both sides, over AA or AA poorly. There is also the option to SelOut in certain situations which is not AAing but serves the same function. |
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DawnBringer
Commander
Joined: 11 August 2024 Online Status: Offline Posts: 568 |
![]() Posted: 27 June 2014 at 12:53pm |
If you want strictly pixelart (and no semitransparancy) and have sprites that should look decent on all backgrounds; then "selective AA" is the best method (I don't know if there's an accepted term for it, however it has a close relationship with Selout). Although it's a very advanced pixelart technique, and may not be suitable for beginners..so try working with just internal-AA if you wanna play it safe. Edited by DawnBringer - 27 June 2014 at 12:55pm |
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jalonso
Admiral
Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
![]() Posted: 27 June 2014 at 5:31pm |
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Oh you kids and your new techniques
@DB, we should copy that to the noobtorial and even cure's thread. Don't delete from your host just yet. Does anyone need credit for that? Did you make that? |
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DawnBringer
Commander
Joined: 11 August 2024 Online Status: Offline Posts: 568 |
![]() Posted: 27 June 2014 at 7:27pm |
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Aw, I just whipped it up...dunno if it's the best example. I realize now that it's not quite clear that the gray background represents the normal/design environment.
Selective AA is the process of pushing/moving the internal AA into the outline...without ever making the (easy) mistake of doing external AA. "Internal thinning". Made an update. Clear enough? ![]() Edited by DawnBringer - 27 June 2014 at 7:31pm |
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EllerSure
Seaman
Joined: 28 February 2013 Online Status: Offline Posts: 3 |
![]() Posted: 27 June 2014 at 11:56pm |
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Thanks,everyone.
The Selective AA looks a bit like selout,I think? I used to create sprite without outlines, and use shades and shadows in some places to serve as outlines. In that case,does it need AA? Sometimes I finish the picture in a larger scale to have a "smooth" feeling,and AA seems less important in that case since the sprite is much bigger and dose not have an outline. |
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jalonso
Admiral
Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
![]() Posted: 28 June 2014 at 4:14am |
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@DB, it was good but this is better. I'll copy to the threads later today, thx :)
@EllerSure, it does look like AA but true SelOut is hardly ever AAd. Best and simplest examples are GameBoy Pokemon games. I would say what's shown here is a mix or variation of the two but more AA than anything. |
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AlexHW
Commander
Joined: 19 June 2019 Online Status: Offline Posts: 285 |
![]() Posted: 28 June 2014 at 8:41am |
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Originally posted by EllerSure Thanks,everyone. In that case,does it need AA? Nothing really NEEDS AA.. it's really up to the artist. These are just techniques that produce certain effects, and it's up to you if you want them. It's just that people can become conditioned to expecting certain results and qualities and may think those are needed. |
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jalonso
Admiral
Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
![]() Posted: 28 June 2014 at 9:03am |
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@DB, copied image to my host and copied to the tutu threads.
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