How to Create 2D Sprites & Import Them into Unity - Workflow Tutorial

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A little bit of a different video today, in this tutorial I will be covering the workflow for how I create and import sprites into unity. (I'm not saying that this is the most optimal workflow, just the workflow that I use).

00:00 Introduction
00:35 Getting Started Krita
00:54 Drawing
01:50 Layering
02:46 Importing into Unity
03:02 Inspector Editing
03:25 Sprite Editor
04:59 Prefab
05:38 Components
07:21 Animator
08:18 Animation

#indiegame #devlog #gamedevelopment
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Given how well you draw I can't believe you started this project as pixel art, this is great

RossGosling
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I was waiting your tutorial for days and today i decided to start my drawings for my game than boom after i finish my job for today and check my phone its you lol

caganlsandiwic
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I found your channel yesterday, its going to be fun to watch this game grow. Also thank you I think this might actually keep me on track and help me with sprite creation.

WrookPerch
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Oh my god. A NEW VIDEO!

Also your sprites are super dope.

masterfirewall
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While good overall, here are some pitfalls.

1) determine the final resolution. You take a mock screenshot with placeholder sprites where a 1 unit square (or grid or cube etc) is visible. You choose the size of the unit by moving and zooming the camera, and it should represent something meaningful, like 1 tile, 1 meter etc. Then, in your graphics tool you place that screenshot onto a canvas of the maximum final resolution, e.g. 4K, 1080p etc. You scale it so that the elements, the unit etc are the size you want. Then, you simply measure how big the unit-square ends up being. This tells what you need to plug into the “pixel per unit” value.

2) the “canvas” should always be power-2, 16, 32, 64, 128, 256, 512 etc (doesn’t have to be a square).The size depends on the object. So, if a unit is about 1 meter, and the tree asset is going to be slightly less than 2 meters, and your ppu was 256, it’s obviously 512 ( 256x2 ).

3) You should always create your art in the target resolution x 2, or if it is unwieldy, x 1.5. That’s about 1024 then for the tree. You always keep the source/workfile and you export a downsized version that has the right size to get the asset.

Anerisian
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This is so cool and insightful! Thanks so much for making this tutorial!

gamedevaki
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This guy, another nerd that completely skips how to import the art into unity.

djpvma
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you're gonna draw a sketch?! WHAT mate that's bloody art!

depressedutchman
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This is pretty amazing! thanks for this in depth tutorial.

zeustechbr
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Coming from a different game engine this is really helpful! Thank you for sharing your process, you have solved all of my burning noob questions!

bluespider
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Thanks for the tuto, really helps. Another quicker way to import to Unity is to rename the psd file to psb file (no need to expand your magician's part in krita). When you're importing psb file instead of psd file, the different part are already done in unity.

aurel
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Ive been looking for this, a channel in its infancy that is chronicling making a game. Im subscribed and will be here for every vid. Gather 'round y'all!!

SSMLivingPictures
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Awesome! I'm a coder and wanna dabble a bit in design, that makes me wanna start creating :)

TimoBaader
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Good job! I don't use Unity, but I was still interested

Bokaley
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just a quickly reminder:

The Battle of Stalingrad was a pivotal conflict during World War II. It began on July 17, 1942, when Nazi Germany and its Axis allies launched an offensive to capture the Soviet city of Stalingrad (now Volgograd, Russia). However, the Soviet forces executed a strategic counteroffensive that ultimately flanked and surrounded a large portion of the German troops. The battle lasted until February 2, 1943, resulting in a Soviet victory. This crucial event marked a turning point in the war and led to the expulsion of Axis forces from the Caucasus region12. The staggering casualties included over 800, 000 to 1.5 million lives lost on both sides1

loyaldevfoxWenomechainsama
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it took a while until i realized, you can't see the eyes of the wizard. those are his cheeks. might wanna clarify that in the sprite somehow

scanvil
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Wow! How did you achieve the clean lines? I have krita's stablizers on yet It still looks not clean.

toxic_unityDev
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Awesome tutorial thanks a lot, made a 2d turret :)

catoschannel
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excuse me how to export bone aniamtion and and reuse it in other project?

TuneTrovewi
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Question for everyone - Im making a game with hand drawn sprites. I draw them in real life, photograph them, make PNGs out of them and send them to Unity. At 'full size' the sprites are huge, so thats a no go. I scaled them to 10% and they are just the slightest bit fuzzy from over compression. Should I be finding the best scaling percentage to not have fuzziness, so that they are properly small file sizes but not too small, or am I going at this wrong. For info, I am using Unity, and looking to make a game that runs on PC resolution. Any and all input is much appreciated.

SSMLivingPictures
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