[GUIDELINES] Costume Guidelines

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[GUIDELINES] Costume Guidelines

Postby Viking Andrew » Tue May 25, 2021 3:11 pm

Costume Guidelines

Clothing Items Creation Process

Set Up

Assets are created in Adobe Illustrator (Vector). All clothing should be created to fit the Yo’s body. Please reference the included avatar template's. Keep small details to a minimum since they will be shrunken down dramatically in game.

Layers & File Naming Conventions

Create your clothing items on separate layers in Adobe Illustrator and draw through in order to hide any holes to allow for the smoothest transition into the game.

Avatar Template

All clothing should be created to fit the Yo’s body. Please reference the included avatar template.

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Rendering from Scratch

Matching Style

YW Costume has a fairly cartoony/cel shaded style. Directional lighting should only be coming from the right side on the Yo. Assets need to match YW style.

Sample asset creation tutorial

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Brush

Generally our team only uses one brush and that is the 5pt. Round 2. It has a bit of pressure sensitivity, so it feels a bit looser to work with.

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Silhouette

We start with the silhouette first. The silhouette is going to be the foundation that everything is built upon. Using the brush we selected, make a silhouette using the reference provided for the dress.

Fill

Now we fill our silhouette linework. Make sure there are no open gaps or else this will not work.
    1. Object > Path > Outline stroke
    2. Window > Pathfinder > Merge & then Unite
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Details

Similar to how we drew the outline & filled the silhouette, we’re going to do the same with the frills.

Shadow

To handle the shadows, we copy the silhouette onto a new layer above, adjust the gradients to a darker range using the gradient tool(G) and
then use the eraser to carve out the shadows

Highlights

Highlights are handled just like how we handled the shadows. We’ll copy and paste the base silhouette underneath the shadow layer, adjust with the gradient to a lighter range and carve
out the highlights.

Notes: Highlights can also be made using a white gradient with 2 swatches with one swatch at 0% opacity and one at 100%

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Here is a breakdown of the full outfit using the same process we used for the frill. It’s a relatively simple process that relies on good shape and shadow/highlight execution.

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Asset Creation Details

Hats

Design of hats. There are two types of hats we have in the game: hats with and hats without the “front back part”. The "front back part” of a hat is the layer behind the Yo's head and gives the feeling that the hat is sitting on the head properly.

Hats without the front back part need to have TWO pieces 1) front view part and 2) back view

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In this case, for the Front view we draw JUST the front part. Every time when we get a hat with the unnecessary front back part, which will never be displayed in the game, we have to fix it on our side.

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Hats with the front back part need to have THREE SEPARATE pieces 1) front view part 2) front back part 3) back view part. Every time we get the front view part as one piece, we have to split it into two parts on our side.

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In some rare situations we can use the back view part as the front back part, it depends on the hat design.

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Necklaces, Rings and Bracelets

All items in these categories need to be contrast and have relatively large elements to be well noticeable in the game.

Accessories

Accessories are wearable items, which are created to compliment an outfit.
We use the following categories of accessories in YoWorld: belts, bracelets, earrings, glasses, gloves, handhelds, necklaces, rings.

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Gloves

Gloves and glove-looking items (like arm socks) need to have both front and back views for the ‘hand’ part.

Shoes

If a shoe is drawn in a front view, a back view of the shoe will be needed. Otherwise, if a side view is created it can be used for front and back views.

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Advanced Designer Skills

Using patterns and clipping masks.

When creating patterns, please use symbols for repeating pieces as it lowers file size as well as
helps to reduce lagging in the game. And to fill an object with a pattern please feel free to use clipping masks (for this purpose only!).

Usually, we try to avoid using clipping masks without necessity, but when we need to trim the pattern, made out of repeating symbols, to the boundaries of the object shape the only way to make it is using clipping masks.

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Symbols, symbols, symbols. Use symbols instead of copy/pasting repeated items.

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Ensure there is a consistency of proportions for clothing for front and back. Keep an eye to make sure they’re covering the Template of the Yo and they fit well.

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Making bigger size difference and gradient adjustment between shadow-base-highlight layers will add more contrast and volume to the assets.

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Whenever shapes are flipped within Illustrator, we encounter this problem of flipped gradients when importing into Flash. To avoid this issue, make the shape into a symbol (F8), and flip it. It will now retain the proper gradient information. After the symbol has been flipped, it can be broken and it will retain the correct info

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Tech Requirements and Asset Optimization

Below are some requirements, that need to be met when making outfit items and preparing them for exporting:
  • Document color mode must be RGB in Illustrator
  • All items should have finished look and YW level of quality
  • Center line of outfit items should match the avatar template center line

Please keep in mind that our in-house artists must adhere to these guidelines when translating your creations into the game. In order for us to stay as true to your original design as we can, if you are able to follow these guidelines while creating your designs, it will reduce the alterations we will need to make and drastically improve the overall finished quality
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Viking Andrew
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Re: [GUIDELINES] Costume Guidelines

Postby Leeum (130695460) » Tue May 25, 2021 5:32 pm

Won’t be participating but it’s always interesting to get an insight into your processes :hug:
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Re: [GUIDELINES] Costume Guidelines

Postby Pixetta (111757268) » Tue May 25, 2021 5:41 pm

i use inkscape... is that not allowed anymore?
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Re: [GUIDELINES] Costume Guidelines

Postby Pixetta (111757268) » Tue May 25, 2021 5:48 pm

how am i supposed to follow this when i use inkscape?
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Re: [GUIDELINES] Costume Guidelines

Postby Vivica (13404458) » Tue May 25, 2021 7:20 pm

Pixetta (111757268) wrote:i use inkscape... is that not allowed anymore?


I sure hope it is! I love your designs. :heart:
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Re: [GUIDELINES] Costume Guidelines

Postby Pixetta (111757268) » Wed May 26, 2021 2:00 pm

Vivica (13404458) wrote:
Pixetta (111757268) wrote:i use inkscape... is that not allowed anymore?


I sure hope it is! I love your designs. :heart:



aww thanks
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Re: [GUIDELINES] Costume Guidelines

Postby Pixetta (111757268) » Wed May 26, 2021 2:07 pm

Pixetta (111757268) wrote:how am i supposed to follow this when i use inkscape?


i'd like a response?
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Re: [GUIDELINES] Costume Guidelines

Postby Colt Steele (126579776) » Wed May 26, 2021 2:11 pm

Pixetta (111757268) wrote:
Pixetta (111757268) wrote:how am i supposed to follow this when i use inkscape?


i'd like a response?

Hey Pix - My guess would be to just make your stuff like you always do. They are going to convert it using Adobe, but will hopefully stay true to the art. I'm just guessing here. We've seen Inkscape winners before and this has to be what BVG did to bring them to Yo. My guess is they did this to help players submit ideas that can be converted faster? I didn't see anything that said players would be DQed for non-Adobe entries. But I could have missed it?

Good question tho! Looking forward to seeing your work :heart:
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Re: [GUIDELINES] Costume Guidelines

Postby Pixetta (111757268) » Wed May 26, 2021 2:19 pm

Cypher (126579776) wrote:
Pixetta (111757268) wrote:
Pixetta (111757268) wrote:how am i supposed to follow this when i use inkscape?


i'd like a response?

Hey Pix - My guess would be to just make your stuff like you always do. They are going to convert it using Adobe, but will hopefully stay true to the art. I'm just guessing here. We've seen Inkscape winners before and this has to be what BVG did to bring them to Yo. My guess is they did this to help players submit ideas that can be converted faster? I didn't see anything that said players would be DQed for non-Adobe entries. But I could have missed it?

Good question tho! Looking forward to seeing your work :heart:


yeah i will try to follow the best I can .... thanks
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Pixetta (111757268)
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Re: [GUIDELINES] Costume Guidelines

Postby Colt Steele (126579776) » Wed May 26, 2021 2:22 pm

Pixetta (111757268) wrote:
Cypher (126579776) wrote:
Pixetta (111757268) wrote:
Pixetta (111757268) wrote:how am i supposed to follow this when i use inkscape?


i'd like a response?

Hey Pix - My guess would be to just make your stuff like you always do. They are going to convert it using Adobe, but will hopefully stay true to the art. I'm just guessing here. We've seen Inkscape winners before and this has to be what BVG did to bring them to Yo. My guess is they did this to help players submit ideas that can be converted faster? I didn't see anything that said players would be DQed for non-Adobe entries. But I could have missed it?

Good question tho! Looking forward to seeing your work :heart:


yeah i will try to follow the best I can .... thanks

There ya have it.....

Viking Sam wrote:
Pixetta (111757268) wrote:hello is inkscape allowed?

Hi Pixetta! Of course! Any vector program is allowed for the Artisan designer entry level.
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Re: [GUIDELINES] Costume Guidelines

Postby Isla (2518852) » Thu Jun 10, 2021 10:09 am

Viking Andrew wrote:Costume Guidelines

Avatar Template

All clothing should be created to fit the Yo’s body. Please reference the included avatar template.

Image



Is there a place we can download or print this template without marks on it so that we can try to draw proportionate hairstyles, clothing etc for you? I know this is used for digital renderings but it might be a great tool for those of us that lack the programs necessary for digital as well.

Mainly me, who can't draw to save my life. :haha: Having a template to start with would be very helpful, and I'd imagine it'd be more helpful for your designers if we used it as well?
Image


Image
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