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Hapiel
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Quote Hapiel Replybullet Topic: Noobtorials
    Posted: 30 December 2007 at 11:50am
This thread is a collection of noobtorials, to make it easier to explain things to the newbies in a visual way. These are all very simple and basic and most require no extra information. But questions are ok to post.

* To keep this thread as clean as possible some posts may be removed but should not keep all from posting.

* All are encouraged to share visual examples that can be of help to others. Especially, if one does not already exists or you elaborate on an existing post.

Noobtorial = Copymeright @ MonkeyofDoom
NOTE: The term n00btoroial and n00b is used in this thread only to mean those new and learning and is not a put-down. All have been there.

Suggestions are welcome, but your own noobtorials even more!
Please reply if you find any mistakes in these noobtorials.
---
Note 7-25-14:
You may notice that any post with images and links may have a PJ Mod edit. We do this to backup images and stuff to our own imagehost to prevent lost images.
If you notice a post you made is edited this way then you no longer need to keep the image in your imagehost.


Edited by jalonso - 25 July 2014 at 6:47am
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Quote jalonso Replybullet Posted: 30 December 2007 at 2:03pm
Some topics you'll find here include:
  • Anti Allias
  • Dithering
  • Isometric projection
  • Clean lines
  • Shading
  • Palettes
  • Color ramps
  • ...
---


Edited by jalonso - 24 July 2014 at 9:21am
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Quote Hapiel Replybullet Posted: 01 January 2008 at 6:09am
This thread lost many images in 2014.
This post is just a collection of images that were saved from oblivion.

Color Ramps


Isometric Art (ISO)


Choosing Colors


Iso Circles


Dithering


Dithering Variations


Shading and Lightsource


Anti Aliasing (AA)



Edited by jalonso - 27 July 2014 at 2:39pm
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Quote BlackDragon Replybullet Posted: 02 January 2008 at 9:36am

Original and Updated

 
Edit: There we go :D


Edited by jalonso - 24 July 2014 at 9:04am
"A little pain never hurt anyone." - Blueberry_Pie
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Quote Monkey 'o Doom Replybullet Posted: 09 January 2008 at 5:25pm
Baccaman is THE authority on the walk animation, if you read pixelation. Search some of his posts there; they are an amazing resource.

Edited by jalonso - 24 July 2014 at 9:00am

RPG is numberwang.
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Quote Metaru Replybullet Posted: 01 May 2008 at 12:39pm
How to submit to the PJ gallery



Edited by jalonso - 24 July 2014 at 8:57am
I ate leel's babies
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Hapiel
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Quote Hapiel Replybullet Posted: 12 June 2008 at 1:14am
Hey guys, something I would really like to see, is an Anatomy Noobtorial. Could anyone make that? I guess it would be very useful. I can't make this myself because I'm no anatomy expert. But just a simple tutorial witch basic relations and such, would be great!
And maybe one extra for the face as well.
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Quote M.E. Replybullet Posted: 12 June 2008 at 3:13am
Maybe it is of use to someone:

Best regards from
M.E.


Edited by jalonso - 24 July 2014 at 8:56am
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Quote Skull Replybullet Posted: 04 September 2008 at 4:16pm
Found these old things; dunno if they help. :)


By d-p who won't mind me putting this here.

 
Another small tutorial to create a tiny pixel car. Steps:
  1. LineArt
  2. Ground paint
  3. Removing black outlines
  4. First highlight colors
  5. Filling wheels and window
  6. Using gray for shadows and glass
  7. Highlight color
  8. Even more highlight
Would be happy, if some of you can use it.  

Edited by jalonso - 24 July 2014 at 9:21am
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Quote pixelblink Replybullet Posted: 31 January 2009 at 10:01pm
learning to pixel is the same as learning to draw. It's just a different medium/style. Not having the ambition to be an artist of any level isn't going to allow you to become a better pixel artist at all. That's like saying "I command you, pencil! Draw me a magnificent beast!" and expecting it to do it for you. Practice makes perfect and only time can improve your work
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Quote Evilagram Replybullet Posted: 01 February 2009 at 10:34am
Originally posted by Eramatch

What does drawing on paper do o.o
Cuz i really want to learn how to Pixel.
So your saying i have to draw first? but what will that do with my Computer Graphics?
_popupControl();


A lot of people ask this.

DRAWING IS THE CENTRAL BASIS FOR ALL OTHER ARTS.

If you can draw well by hand, that skill translates over to the computer. Nearly all the skills learned with drawing by hand apply to pixelart and general CG as well.

Same goes for anatomy. I've suggested a number of times that an artist learn realistic human anatomy only to hear the rebuttal, "but I just want to make cartoon characters." No matter what you're making, it helps to have a thorough understanding of anatomy. Once you understand what's there, you can understand how to make it cartoony.
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Quote Hapiel Replybullet Posted: 20 February 2009 at 1:59am
I am adding this to the list:




Edited by jalonso - 24 July 2014 at 8:51am
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Quote jalonso Replybullet Posted: 16 May 2009 at 4:20pm
Not really a n00btorial but may be helpful.

NOTE: Screencap of original images
Originally used on other threads to make a point of some kind.

This is AA by Dr D -simple example:
...you don't have to succumb to jaggy lines.I would advise Anti-Aliasing. Apply a method like this to your pics, granted you do it in moderation, and they will be sure to be a lot more pleasant.




Edited by jalonso - 24 July 2014 at 8:50am
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Quote greenraven Replybullet Posted: 27 May 2009 at 12:28pm

Just a little something for everyone to know, to look, and to reflect upon.

Edited by jalonso - 24 July 2014 at 8:46am
"pwnage comes with patience, practice and planning." ~ Jalonso   
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Quote Celri Replybullet Posted: 31 July 2009 at 12:32pm
I have been looking for decent tutorials on animation...I know - horror!  I have no idea where to start, what software to use or how it works - been to google the topic but they mstly write for people who already know what they're doing!  A little frustrating.  I use Paint, Graphics Gale and recently started playing around with GrafX2. Is there anyone who can help please?
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Quote x-death Replybullet Posted: 31 July 2009 at 7:24pm
all an animation really is, is a bunch of pictures put together. so you need to figure out how the picture will look in each frame in order to get to the end outcome of your animation.

there isn't alot of tutorials because it isn't something you can really teach. there are some tutorials on how it should look such as walk cycles ect... but thats about as far as they go tutorial wise.

hmm...ah yes programs, well i use paint when i do animations i just draw each frame. but it often leaves you wondering as to how different the picture you are drawing is from the previous one. which is why alot of people use graphics gale instead of paint it has alot of useful features like that. see i think its called onion skinning or something but in graphics gale you can see what the previous frame looks like on the canvas or something and it allows you to make a more efficent anaimation.

as for were you should start, i recommmend starting out with simple animations like a lift door closing, or something like that, this way you can understand some of the basics before you move in to a harder level of animation.
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Quote pixelblink Replybullet Posted: 31 July 2009 at 10:27pm
An amazing book entitled: The Animator's Survival Kit by Richard Williams is a great resource for all aspiring animators. Many I've talked to have sworn by this book. I picked it up myself and plan to make use of it in the future as well!
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Quote jalonso Replybullet Posted: 09 October 2009 at 9:18pm
Just adding these here. Made for a WIP section thread but could be useful to others.






Edited by jalonso - 24 July 2014 at 8:42am
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Quote IQbrew Replybullet Posted: 24 October 2009 at 3:40pm
I'm basically a beginner myself, but I seem to be pretty good at fire, so I'm hoping this could be useful to someone.

Step 1
Outline and fill the fire's shape with a red color.
Step 2

Pick an orange.
Find the edge opposite to the fire's direction, and fill in part of it.
Fill in a medium part of the middle with a shape roughly similar to Step 1's shape.
Step 3

Add in a thin bright yellow highlight following the middle of the orange.
Step 4

Add in some pixels in the area opposite to the fire's motion.
This is usually up, but in this case it's the topright.
The pixels should be the same color as the previous three.


Edited by jalonso - 24 July 2014 at 8:39am
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Quote Manupix Replybullet Posted: 27 October 2009 at 5:15am
I made this little tuto about vanishing point perspective, for a wip thread. Thought it might be useful here with a few explanations. Feel free to edit!


It is important to understand how perspective works in order to obtain satisfying realistic scenes.
Perspective is not arbitrary, it is based on how our eyes actually see.

It's explained in great detail here.

Please note: isometric, oblique and similar so-called perspectives are not discussed here, as they are non-realistic parallel projections and cannot use vanishing points.

To sum up the important points:
All real world parallel lines either appear parallel to the observer when viewed exactly frontally, or appear to converge towards a virtual vanishing point.
This point may be within or without the image frame; when within it can be apparent or hidden behind foreground objects.
Every group of real world parallel lines has its own vanishing point.
In many cases, a scene (a house, a room, a city) will have 3 main groups of parallel lines, derived from a cube: there should be 3 main vanishing points.
However, according to the observer's position and drawing options, it is acceptable to show only one or two of them, the other groups of lines being drawn parallel. Buildings vertical lines will often be drawn parallel, even though this is actually a non-realistic convention.
Looking around you will convince you that the only real perspective is 3-point perspective.

Practical steps:
- Decide horizon height. Even if it is hidden in the image, the vanishing points for all real world horizontal lines must be on the horizon, so it is important to know where it is. The horizon line crosses any object at the observer's height. For instance, in a city view from street level, the horizon line crosses buildings at about 1/3 the height of the first floor (height of a standing observer).
- Decide angle of view: wide, medium, narrow ('telephoto'). This means to decide the observer's distance to the subject: close, medium, distant. Vanishing points will be closer to the image or within it in a wide-angle view. Having 2 or 3 of them within the image means extreme wide-angle, not usually realistic nor very nice (Because the retina is a curved surface, we do not perceive the distortions visible in photographs taken at the same extreme angle of view as our eyes have).
A wide-angle view sharply divides subject planes: the distant background is seen smaller/further than it is, compared to the foreground. Conversely, a 'telephoto' view draws planes nearer, the background is seen larger and nearer than it is.
- Decide number and position of vanishing points. Are objects seen frontally or sideways? Is the view level, from above, from below? Do you want to emphasize depth?
- Remember foreshortening: the closer a vanishing point is to the image center, the shorter the corresponding lines should be; the wider the angle of view, the (reasonably) longer they should be! A common mistake is to make sides lines too long, irrespective of the actual angle of view.
- Draw!


Edited by jalonso - 24 July 2014 at 8:38am
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Quote Hapiel Replybullet Posted: 30 October 2009 at 4:02pm
Manupix, I think that  a perspective noobtorial can be quite useful, but I also think that you could have had a more plaintive image. Someone who has no experience with perspective will understand nothing without those large amounts of text.
However, still id like to thank you for it :)

And I am going to add this chart to the list

Thanks to Archane > DM > Skamocore
---
Could there be some text added to this image that gives a short explanation what exactly it's about and why? Thanks :)


Edited by jalonso - 24 July 2014 at 8:31am
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Quote Evilagram Replybullet Posted: 03 December 2009 at 9:52am
Someone didn't know what blocking was. I made a quick picture with step 5 and step 4 visible.
Revised to include a full explanation and intermediate steps.



Edited by jalonso - 24 July 2014 at 8:40am
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jeremy
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Quote jeremy Replybullet Posted: 04 December 2009 at 5:13am
I just start with a midtone and layer the shades and highlights.
Liek dis
 

I normally dither and add finer details after that.

Edited by jalonso - 24 July 2014 at 8:36am
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Quote dpixel Replybullet Posted: 25 February 2010 at 6:04pm
This starting image is actually from a noob I'm trying to help.  The last 3 images were done by me.  I'm probably not the best teacher, but I thought this might be helpful to others.



Edited by jalonso - 24 July 2014 at 8:35am
hehe (ಠ_ಠ ) o_- :p
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Quote jalonso Replybullet Posted: 10 March 2010 at 10:29pm
Made this as a reply on the WIP section. Others may find it useful.
Just a general idea on rocks that may simplify the process for you.

NOTE: This is a screen of original image.
Some things you make from dark to light, others, like rocks, seem to work best from light to dark... for me anyways.


Edited by jalonso - 24 July 2014 at 8:34am
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Quote Akhom Replybullet Posted: 01 April 2010 at 1:24pm
Q: What are standard pixels per inch for pixel art these days?
A: 72 dpi

Edited by jalonso - 24 July 2014 at 8:27am
I want to help people with pixel art projects and continue learning the art form.
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Quote jalonso Replybullet Posted: 05 September 2010 at 9:23pm
This comes from from snader on some WIP thread:

...For a moment, forget that the hair is made up of many small strands, and try shading it as if it were one big blob, and then later you can add smaller details.

 
This might be useful.
-shaded eyesockets instantly give more depth
-darker under the cheeks
-hair is just MSpaint SprayPaint tool, so very messy, but it still looks pretty convincing without too much effort (I did this to get the general shapes in place. More detail could be added to it)
-chin/neck shadow
-nose shaded

Edited by jalonso - 24 July 2014 at 8:24am
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Quote jalonso Replybullet Posted: 30 September 2010 at 12:42pm
This is extremely basic but, its something that often comes up.


@All, if you ever have anything helpful to the new folk, please post :)
Reposting image lost in Pixelastropy2010



Edited by jalonso - 24 July 2014 at 8:24am
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Quote jeremy Replybullet Posted: 03 October 2010 at 1:54am
Scale tut :L


Get rid of the dithering, and you get perfect feathers.


Edited by jalonso - 24 July 2014 at 8:23am
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Quote ellie-is Replybullet Posted: 07 October 2010 at 7:54pm



Edited by jalonso - 24 July 2014 at 8:20am
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Quote cure Replybullet Posted: 07 October 2010 at 8:25pm
ms paint is definitely not one of the best programs out there for pixelart :P
it wasn't designed with serious pixelling in mind, and it shows.

duno that the aa example is ideal, still looks pretty jaggy
otherwise very useful overview for beginners.
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Quote jalonso Replybullet Posted: 23 November 2010 at 5:51pm
Too essential to let it die in another thread.

Aureeo - Not pixel art (I don't think), but my question about it pertains to pixel art. The white and gray pixels around the edge of it, Is that anti aliasing? And if so, isn't AA supposed to make an image look good? Why does this look so bad? Cause I've seen images like this with that stuff around the edge a lot. o.0

NOTE: This image is a screencap of original image)

Jeremy  - ...First and most importantly, Pixel Art must be saved in .png or .gif formats (Don't save as .gif in MS Paint though, it does odd things), as jpeg screws up colours and everything irreversibly and other formats aren't very web-friendly.

Pixel Art, at least in Pixel Joint's definition, is where control over every colour and single pixel placement (This doesn't mean you can't use floodfill or line tools though) is achieved. Any tools or filters which use automatic anti-aliasing, partial transparency/opacity and automatic gradients are Non-Pixel Art (NPA) according to PJ.

External Anti-Aliasing (like on that piece) are no-nos when it comes to a transparent background, i.e. when one can change theme like on here. It was probably originally tailored for a white background. AA is used for smoothing lines and the difference between colours, basically. The piece you posted has either been resized or jpegged at some point, so where it may have been PA once it isn't anymore.

Here's something I made for someone showing a .png, .jpg and weird paint .gif:



Edited by jalonso - 24 July 2014 at 8:19am
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Quote jalonso Replybullet Posted: 05 December 2010 at 5:15pm
A doppleganger post:

Grass Tiles


The top row makes the point that the effect created is just random noise.
I tried breaking down my grass tile into a WIP for you. The steps are not 100% the way I do things but it's the same principle.

Pixel art is about control and crispness, not randomocity.


Edited by jalonso - 27 July 2014 at 2:46pm
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Quote jalonso Replybullet Posted: 05 January 2011 at 7:16pm
From THIS thread

by r1k



Edited by jalonso - 24 July 2014 at 8:13am
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Quote jeremy Replybullet Posted: 15 January 2011 at 8:25pm
Really useful animation frame rate guide It's from '07, so the browsers are a bit out of date, but it should help to explain why delay in a program doesn't match online.
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Quote jalonso Replybullet Posted: 17 January 2011 at 11:48am
by Jeremy
... banding often occurs from bad/non-existent AA. With more obvious colours:




Edited by jalonso - 27 July 2014 at 2:49pm
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Quote cure Replybullet Posted: 17 January 2011 at 3:39pm
by jal

Keep in mind "never aa this line" isn't literal, there are exceptions to every rule, but it's a good rule of thumb, and it's better not to have an asterisk by everything you tell a n00b.


Edited by jalonso - 24 July 2014 at 8:10am
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Quote mabb Replybullet Posted: 09 March 2011 at 6:21pm
My first tutorial, actually my first post also.
This technique is called a Swiss Repeat.

I have used Photoshop but it should work ok with any app that can handle layers.
Great if you have a complicated or random pattern that needs to be seamlessly repeated as in a background for instance.
I have chosen to do a tile of rocks to be used as a background. They are not the best rocks in the world I know.

WARNING: This technique uses Photoshop's transform controls to move pixels around. Because of this the result is not true pixel art. You can however use techniques like these to use as a base/ref.


tut by ..MABB.., on Flickr

Edited by jalonso - 24 July 2014 at 8:08am
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Quote jalonso Replybullet Posted: 07 July 2011 at 5:54am
Making iso squares properly according to adarias.
(Zoom and look at the corners.)



Edited by jalonso - 24 July 2014 at 8:06am
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Quote MyO Replybullet Posted: 12 September 2011 at 3:37am
Ptoing's AA tutorial picture.




Edited by jalonso - 27 July 2014 at 10:04am
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Quote jalonso Replybullet Posted: 16 November 2011 at 8:44pm



Edited by jalonso - 24 July 2014 at 8:04am
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Quote jeremy Replybullet Posted: 30 January 2012 at 7:53pm
by snader



Edited by jalonso - 24 July 2014 at 8:03am
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Quote SwissedToast Replybullet Posted: 17 April 2012 at 8:57pm
Ello, I made these for a maplestory media forum but I thought I'd just share them with you guys. The hair guide is really more of a process illustration, it was really rushed and the quality of the sprite isn't so good since it was for teaching sake only. The shape picture was rushed as well since I made it for a personal request.






Edited by jalonso - 24 July 2014 at 8:02am
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Quote Blueman1010 Replybullet Posted: 12 October 2012 at 12:46pm
Here's a good pixel art tutorial:
http://www.natomic.com/hosted/marks/mpat/index.html


Edited by jalonso - 24 July 2014 at 8:00am
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Quote monotov Replybullet Posted: 27 October 2012 at 5:02pm



Edited by jalonso - 24 July 2014 at 7:59am
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Quote jalonso Replybullet Posted: 08 February 2013 at 6:13am
Some useful color link tutorials:


Edited by jalonso - 08 February 2013 at 6:13am
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Quote showtime Replybullet Posted: 05 March 2013 at 6:54pm
I found this post on Pixelation about subpixeling to be helpful.  My bad if it's already in this thread.
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Quote GoToHellDave Replybullet Posted: 23 April 2013 at 7:23pm
How to batch save PNG'S in a single PSD document

http://gotohelldave.wordpress.com/2013/04/07/how-to-save-multiple-layers-in-a-single-psd/

This is great for sprite sheets and general animation that involves multiple frames.

Edited by jalonso - 24 July 2014 at 7:57am
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Quote jalonso Replybullet Posted: 07 June 2013 at 6:54pm
Original post by r1k
---


1. your original picture

2. you have a bunch of pillow shadow and unnecessary colors.  Lets just get rid of all that and start over with a solid color.

3. lets just shade the cherries like any other sphere.  Shading can be broken into 2 major sections: light, and shadow.  The light are includes mid tones and highlights.  Shadows include the shadow and reflected light.  To maintain contrast remember this rule: contrast between light and shadow parts is greater than contrast within them.  Bright highlights might break this rule, but they should be minimal.  Look up how to shade basic objects like spheres and cubes using a light source.

4. added AA to the edge between shadow and light, since it looked jagged.

5. made colors more interesting by using hue shifting, and adjusting contrast.

6. selective outlining added.  outlines are darker around the shadow parts and lighter around the light part.  also AAed the stems.  Only AA into a background if the background isn't transparent though.

7. added dithering, for demonstration purposes only.  I wouldn't dither this piece.  cherries are smooth and the dithering is making it look textured.

8. this is the more advanced part.  It occurs to me that cherries aren't actually spheres.  If you feel comfortable with shading geometric shapes you can move on.  I used a reference to show me how cherries actually look.  This is just a sketch with no pixel refinement.  This is how I would begin a piece.  I wouldn't worry about pixels at all until I got to this level.


Edited by jalonso - 24 July 2014 at 7:56am
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Quote jalonso Replybullet Posted: 01 June 2014 at 4:09pm
By PixelSnader:
Very gentle slopes are not a friend of pixel art. In most cases you'll not want to use AA because then you can't put the sprite on a background as easily.


I made the bright white edge as straight as possible because here we would have to smooth out the silhouette against the background AND the contrast between white/black.I figured the saw-edge would make for a much more sensible thing to have 'jaggies' too.

Then I went and fixed the shape of the hilt and the tip of the blade, going by this reference. You might have a slightly different model, I don't know, maybe that's why it looks round at the tip. I also added in some shading instead of just flat colors. I'm not sure whether I like it better or worse; it makes the materials look a bit coarse.

Also added some AA between the black and white of the blade, since this isn't part of the silhouette and thus we won't have any problems with 'floating pixels' like in this image which is AAed towards black and thus looks bad on the PJ forums:

I ended up fiddling a fair bit with the saw teeth, to get them looking nice and jagged while at an angle.
 
When using the regular pattern at a stairstep, you're still noticing the stairsteps a lot. So how about we use the jagged dither pattern as a sort of AA? If we do a 50-50 spread of lines and jaggies, it works somewhat okay as AA, but it looks like the saw blade is interrupted a lot. As is often the case, compromise works well. Have only a few of the jagged holes filled, and you get a nice smoothing effect while still looking like one large continuous saw edge.


Edited by jalonso - 24 July 2014 at 7:55am
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