upscaling building sprite ruins it

So, I’m brand new to making games, I’m trying to put in a building sprite that’s 64x64, I put it in my game and it’s tiny! so I set the pixels per unit to 4 which makes it the ideal size but it has lost all of it’s detail. I’ve tried looking online but nothing seems to help.

I have the compression off, the filter set to Point, the max size at 2048, and I don’t know what else to try.

The sprite as an image does look small, but so did my others when I finished exporting them (I use Asperite). Everything else I have made using 32x32 and they all look fine, however this building just doesn’t want to work.

Any and all advice is appreciated!

Here is a photo of the building in my game vs in Asperite

9800133--1406700--upload_2024-4-27_17-41-18.png

9800133--1406703--upload_2024-4-27_17-41-33.png9800133--1406703--upload_2024-4-27_17-41-33.png 9800133--1406703--upload_2024-4-27_17-41-33.png

Select the image and check the settings.

Specifically you probably want:

  • FilterMode to be POINT
  • Compression: NONE

I have already done this as per stated in my post

when you upscale it in aseprite with sprite size tab select nearest neighbor interpolation

show a screenshot of your import settings for proof

this isn’t nescessary. it’s clear (to me) that when OP upscaled, they used bilinear and that’s why the alpha channel is peeking out at the edges, where the sprite was alpha 1 and the background was 0.

another possibility is OP’s sprite’s max size is lower than actual sprite dimensions, which would have the same bilinear artifacts.

Hey, these are my current settings for the imported pictures that make up the houses animation. What do I need to change? 9801021--1406868--upload_2024-4-28_9-5-0.png

looks like the issue was caused in aseprite then. see my answer above for more detail

try to export as .png

If you work in Aseprite, you should consider using our Aseprite Importer. It will setup the imported texture for pixel art.
But sounds like you all solved the issue, nice!

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