you can have your sprite in higher quality than 512.
but you can only multiply with 2. like 512, 1024, 2048, 4096 and so on.
usualy i use about twice the size of the ship ingame. so if im gonna have a ship that is larger than 500 i make it 1024. but the smallest size i use is 512, no matter the size.
an if you are exporting a image directly from sketchup, when you click “export 2d graphic” you get a new window, in the lower right corner there is a button “option…” there you can change the resolution of the 2d graphic.
now when im reading this, i realise that i didnt really help you -.-
i just use sketchup, paint.net and gimp for damage…
Only if u save the sprite as a COMPRESSED texture, the size must be multiple of 2. If u dont use compressed textures, u can save the sprite in the size u want (even if u want to save the sprite in 256x1024). But of course is better to use squared sprites, to easily place turrets in laterz steps.
If u dont save the sprite as compressed texture, the size is going to be big. In some cases very big. If u use sketchup for render the sprites (i do that too xD), u will need to compress the sprites, or u will get sprites over 5 mb of size. That if u use sprites of 1024x1024 and over. Be aware, that compressed textures has a bit of quality lose, if u are using tiny glows, or u modify the sprite with paint.net (i use gimp) or the program u use adding glow effects and something like that, its probably that u will expect compression artifacts in the saved sprite. Thats the reason, for example i dont use compressed textures, i only use compressed textures in the damage and hull sprites.
Well, depends on wat level of detail and workaround u want in your mods. With paint.net u cant achieve very imaginative mods. I used paint.net for about the first month i starting modding, after that i realized that i needed more. … and dont try to load 200 brushes in paint.net…