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They are not making them "blurry" but introducing compression artefacts. Since one generally makes JPEG content blp files for the icons they are subject to 8*8 pixel block JPEG compression artefacts, a result of the lossy compression.
So that quality remains consistent with the rest of WC3 one should generally set the compression of all JPEG content BLP buttons to 80% quality (or 20% compression depending how the program specifies it). Yes the artefacts will still exist however they should not be pronounced enough to negatively affect view quality.
If you use a high resolution master image (>>64*64 pixels) you might need to downsize to 64*64 using area averaging to avoid aliasing. Bilinear and bicubic algorithms only allow down sampling of approximately 50% for a single resampling operation and can produce visual artefacts if used repeatedly.
Nothing stops one making icons 128*128 pixels as long as appropriate boarders are created for the size. Since the UI is subject to bilinear filtering and does not use mipmaps anything larger than 128*128 will cause aliasing artefacts for most users so is not recommend (average user assumed playing on 1080p or smaller display). Logically a 128*128 blp file is 4 times the file size of a 64*64 blp file however some size could be saved by increasing compression slightly. Technically something like 96*96 pixel would serve as a good "HD" icon resolution however one would have issues with making the boarder consistent with the standard icons.Thank you sir its good to know this because id like to have my icon to be HD isn't of pixelated and blurry or "Artefacts" as you said it
It is not off topic. He was having issues with icon image quality in chat, of which this was the example being referenced.Please don't go off topic guys, take these sort of discussions elsewhere.
Not according to the rules. Nowhere do they mention anything about icon size restrictions, or even the number "64". You cannot just make up restrictions because you feel like them, even if you are a moderator.Only acceptable size for uploading icon here is 64x64 pixels, anything else is not.
As I said, no icon with size other than 64x64 pixels will be accepted. Go complain to staff contact if you think I'm making up rules.Not according to the rules. Nowhere do they mention anything about icon size restrictions, or even the number "64". You cannot just make up restrictions because you feel like them, even if you are a moderator.
Blizzard icons are inconsistent with regard to this. The older RoC ones tend to have clouded backgrounds while the TFT ones generally have pure black backgrounds. This is likely a result of an art style shit during development.A bit colored background can also improve icon's quality (a cloudy things\trails from spikes, etc.) Generally would love to see some color variety on this icon.
Seems half-liquid thingie, not as a spiky quill. Try to give it more stright shape. Also, as an optional tune zoom it out a little and make some color-shift on the farther spikes. A bit colored background can also improve icon's quality (a cloudy things\trails from spikes, etc.) Generally would love to see some color variety on this icon.
I can try to add more color but i wanted to make it washed colors as in my head quills are all brownish messy colors. Ill straighten them out a bit, and i added some grays in the background too indicate the quills where moving fast at the enemy but i removed them because murloc said too so im not sure what to do in that point.
So it's better to use a different file format before converting to BLP then, something that has no lossy compression like PNG or BMP to remove the remains of JPG lossy compression like 8x8 pixel blocks, chrominance down sampling from YCbCr (thought barely visible) and high quantization of Discrete Cosine Transform coefficients?Since one generally makes JPEG content blp files
One cannot create BLP files from JPEG alone anyway since JPEG files do not support alpha. JPEG content BLP files get around this by using a non-standard JPEG format in the form of RGBA component values (why the images look corrupt in most viewers if extracted into a .jpg file).So it's better to use a different file format before converting to BLP then, something that has no lossy compression like PNG or BMP to remove the remains of JPG lossy compression like 8x8 pixel blocks, chrominance down sampling from YCbCr (thought barely visible) and high quantization of Discrete Cosine Transform coefficients?