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What size should my Pixel Art be?

1643777248

Edited 1643777455
Hi all! I have just finished making my first assets for Roll20 and I am struggling with what settings I should be using to get the best results as things are quite blurry. I have used Aseprite to make a full 1x1 square tile-set at a size of 16x16 pixels. I have uploaded a tile at a few sizes (16x16, 32, 64 and 128x128) to a private game and even tried changing the default square size from 70 pixels. I am planning on combining my 1x1 tiles to make some larger dungeon tiles but before I do that I am trying to find the best size to export the 1x1's at as I will still use some of them. From the reading I have done on here over the last few hours I know I'm not going to get perfect results that being said I would like to make them look the best they can be within the limitations of Roll20. The hope is to make this my first marketplace pack once I can work all of the bugs out. If any of the other Pixel Art asset creators are willing to lend me a hand I would be very grateful! If the way to get the best results is to remake everything at 14x14 pixels though I'm not keen I am prepared to do that
1643797739
Ziechael
Forum Champion
Sheet Author
API Scripter
The wiki has a good guide on the recommended size of marketplace items, that might be a good place to start although I can't be sure how well it translates for pixel art sorry.
Ziechael said: The wiki has a good guide on the recommended size of marketplace items, that might be a good place to start although I can't be sure how well it translates for pixel art sorry. Thanks for the feed back. Since uploading I read the Dimensions section from help.roll20 which the wiki seems to be a copy of. The problem I am having is 16 doesn't go into 140 evenly as 140/16=8.75 so unless I want to upload at 560x560 (which I imagine would slow things down quite a bit) I'm not sure how to work around the problem.
1643827556
Gold
Forum Champion
560x560 could be good, it'd let you see (examine) the pixel art closely when the GM press "Shift-Z" (the way to pop-up the art into full size in the center)
Gold said: 560x560 could be good, it'd let you see (examine) the pixel art closely when the GM press "Shift-Z" (the way to pop-up the art into full size in the center) I agree it could look good and if I had 150 tiles I probably would but I imagine 1200+ tiles at 560x560 would probably make it feel like Roll20 was running on dialup
1643917684
Munky
Roll20 Production Team
Marketplace Creator
Compendium Curator
I know Dsurion has a lot of Pixel assets, tiles, tokens, full sized maps etc on the Marketplace. I'll message him on Discord and link him to this thread to see if he has any insight. 
1643917913
Dsurion
Pro
Marketplace Creator
Hey there, I do my tokens as 34x34 size per square on the grid (I know, its a weird size and I regret using that XP) but when exporting, I increase everything to 400% its original size, that way it wont look blurry on Roll20, so I would say do your tokens in the resolution you want, and then export at bigger size and test how that looks (doesnt have to be a specific size, just big enough so that it doesnt get all blurry)
1644001764

Edited 1644002118
Roll20 squares are 70x70 pixels each, 140x140 pixels is recommended for most image uploads to retain quality, considering this: 16 bit 1. 16 x 4.375 = 70. (4.375 x the length/width of any 16 bit image) 2. 70x 2 = 140 (2x the length/width of any 16 bit image after multiplying by 4.375) 32 bit 1. 32 x 4.375 = 140. (4.375 x the length/width of any 32 bit image) 2. (Skipping the doubling step is optional here) 48 bit I've only done down-scaling of 48 bit assets, dividing the image by two thirds for 16 bit quality, then applying 16 bit math. *If you get a fractional number while doing math, something is wrong*
I have almost finished remaking everything at 28x28 and the tests look good. That being said I'm not dead set on it yet so I will have a play with some of your suggestions! Thanks for all the help everyone