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jalonso
Rear Admiral
Joined: 01 December 2005 Online Status: Offline Posts: 9739 |
![]() Posted: 09 October 2009 at 9:17pm |
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Just adding these here. Made for a WIP section thread but could be useful to others.
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IQbrew
Commander
Joined: 02 May 2009 Online Status: Offline Posts: 157 |
![]() Posted: 24 October 2009 at 3:40pm |
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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. |
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Manupix
Commander
Joined: 19 July 2009 Online Status: Offline Posts: 761 |
![]() Posted: 27 October 2009 at 5:14am |
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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! |
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Hapiel
Commander
Joined: 09 February 2007 Online Status: Offline Posts: 2265 |
![]() Posted: 30 October 2009 at 4:02pm |
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Manupix, I think that a perspective noobtorial can be quite useful, but I also think that you could have had a more explainative 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 ![]()
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Evilagram
Commander
Joined: 05 August 2008 Location: United States Online Status: Offline Posts: 170 |
![]() 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 today to include a full explanation and intermediate steps. |
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Jeremy
Rear Admiral
Joined: 18 November 2008 Location: New Zealand Online Status: Offline Posts: 1424 |
![]() Posted: 04 December 2009 at 5:13am |
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I just start with a midtone and layer the shades and highlights.
Liek dis
I normally dither and add finer details after that. |
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dpixel
Commander
Joined: 26 January 2009 Online Status: Offline Posts: 489 |
![]() Posted: 25 February 2010 at 6:04pm |
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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.
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jalonso
Rear Admiral
Joined: 01 December 2005 Online Status: Offline Posts: 9739 |
![]() Posted: 10 March 2010 at 10:28pm |
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Made this as a reply on the WIP section. Others may find it useful.
Just a general idea of how I do rocks that may simplify the process for you. ![]() Some things you make from dark to light, others, like rocks, seem to work best from light to dark... for me anyways. |
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Akhom
Seaman
Joined: 01 April 2010 Location: United States Online Status: Offline Posts: 1 |
![]() Posted: 01 April 2010 at 1:23pm |
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Hey what resolution are people doing pixel art in these days. I currently leave it at the default 72 pixels per inch square but the problem is that it doesn't look like some of the ones done on the site. I guess the edges are less smooth? More jaggeded-ness from the square pixel.
What are standard pixels per inch for pixel art these days? |
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I want to help people with pixel art projects and continue learning the art form.
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onek
Commander
Joined: 19 May 2009 Online Status: Offline Posts: 417 |
![]() Posted: 01 April 2010 at 2:31pm |
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72ppi indeed... i think u just discovered antialias
... look up the very first noobtorial in this thread ;DEdited by onek - 01 April 2010 at 2:32pm |
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Aardwolf
Seaman
Joined: 30 May 2010 Online Status: Offline Posts: 5 |
![]() Posted: 30 May 2010 at 11:59am |
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Originally posted by Lollige Manupix, I think that a perspective noobtorial can be quite useful, but I also think that you could have had a more explainative 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 :) |
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jalonso
Rear Admiral
Joined: 01 December 2005 Online Status: Offline Posts: 9739 |
![]() Posted: 05 September 2010 at 7:15pm |
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Another one made for a WIP thread.
![]() @All, please comment only when really needed. Posting visual tutorials geared at new members is highly encouraged, of course. *just cleaned out the whole thread, again >:( Edited by jalonso - 05 September 2010 at 7:39pm |
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jalonso
Rear Admiral
Joined: 01 December 2005 Online Status: Offline Posts: 9739 |
![]() Posted: 05 September 2010 at 9:23pm |
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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 |
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jalonso
Rear Admiral
Joined: 01 December 2005 Online Status: Offline Posts: 9739 |
![]() Posted: 30 September 2010 at 12:42pm |
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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 ![]() |
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Jeremy
Rear Admiral
Joined: 18 November 2008 Location: New Zealand Online Status: Offline Posts: 1424 |
![]() Posted: 03 October 2010 at 1:53am |
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Scale tut :L
![]() @jal: Should this be stickied? :o |
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lucas_irineu
Commander
Joined: 09 June 2008 Online Status: Offline Posts: 706 |
![]() Posted: 06 October 2010 at 6:14pm |
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Get rid of the dithering, and you get perfect feathers as well. :P
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lucas_irineu
Commander
Joined: 09 June 2008 Online Status: Offline Posts: 706 |
![]() Posted: 07 October 2010 at 7:53pm |
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I was told to post this. |
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cure
Rear Admiral
Joined: 23 October 2005 Online Status: Offline Posts: 2775 |
![]() Posted: 07 October 2010 at 8:24pm |
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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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lucas_irineu
Commander
Joined: 09 June 2008 Online Status: Offline Posts: 706 |
![]() Posted: 07 October 2010 at 8:48pm |
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Yeah, I know. I was never good at AA, and I made that over an year ago, when I was even worse :P
And you are 100% correct on that MS Paint thing, I'm not sure why I wrote that. |
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jalonso
Rear Admiral
Joined: 01 December 2005 Online Status: Offline Posts: 9739 |
![]() Posted: 23 November 2010 at 5:51pm |
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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 ![]() 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: ![]() |
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jalonso
Rear Admiral
Joined: 01 December 2005 Online Status: Offline Posts: 9739 |
![]() Posted: 05 December 2010 at 5:14pm |
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A doppleganger post:
![]() Now, I don't doubt that you pixeled the tiles yourself, I'm simply making the point that the effect you're creating 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. I am aware that your grass is not meant to look anything like my grass but following those simple steps can still help you out. Pixel art is about control and crispness, not randomocity. |
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jalonso
Rear Admiral
Joined: 01 December 2005 Online Status: Offline Posts: 9739 |
![]() Posted: 26 December 2010 at 1:13pm |
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jalonso
Rear Admiral
Joined: 01 December 2005 Online Status: Offline Posts: 9739 |
![]() Posted: 05 January 2011 at 7:16pm |
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Jeremy
Rear Admiral
Joined: 18 November 2008 Location: New Zealand Online Status: Offline Posts: 1424 |
![]() Posted: 15 January 2011 at 8:24pm |
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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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jalonso
Rear Admiral
Joined: 01 December 2005 Online Status: Offline Posts: 9739 |
![]() Posted: 17 January 2011 at 11:48am |
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by Jeremy
... banding often occurs from bad/non-existent AA. With more obvious colours: ![]() by manxana I made this tutorial, but is in spanish, althought I think the images can explain them selfs( i hope). LINK Edited by jalonso - 17 January 2011 at 11:49am |
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cure
Rear Admiral
Joined: 23 October 2005 Online Status: Offline Posts: 2775 |
![]() Posted: 17 January 2011 at 3:38pm |
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by jal
(X) thought it was helpful enough to store here. 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 - 23 March 2011 at 10:34am |
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ruby0404
Seaman
Joined: 18 February 2011 Online Status: Offline Posts: 1 |
![]() Posted: 18 February 2011 at 3:45pm |
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Im new, well not new to pixeling but to this forum
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mabb
Seaman
Joined: 07 February 2011 Online Status: Offline Posts: 1 |
![]() Posted: 09 March 2011 at 6:21pm |
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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 I'm not sure if the result can be classified as true pixel art. Here we go. ![]() tut by ..MABB.., on Flickr |
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jalonso
Rear Admiral
Joined: 01 December 2005 Online Status: Offline Posts: 9739 |
![]() Posted: 07 July 2011 at 5:53am |
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Making iso squares properly according to adarias.
(Zoom and look at the corners.) ![]() Edited by jalonso - 07 July 2011 at 5:54am |
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cure
Rear Admiral
Joined: 23 October 2005 Online Status: Offline Posts: 2775 |
![]() Posted: 07 July 2011 at 9:46am |
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anti-aliasing, by ptoing
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MyO
Seaman
Joined: 12 January 2011 Online Status: Offline Posts: 22 |
![]() Posted: 12 September 2011 at 3:36am |
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Re-posting Ptoing's AA tutorial picture. It is too good to disappear that easily. ;)
![]() Edited by MyO - 12 September 2011 at 3:36am |
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Hapiel
Commander
Joined: 09 February 2007 Online Status: Offline Posts: 2265 |
![]() Posted: 12 September 2011 at 10:45am |
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wow, that is great!
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cure
Rear Admiral
Joined: 23 October 2005 Online Status: Offline Posts: 2775 |
![]() Posted: 12 September 2011 at 9:01pm |
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osnap, nice catch. i'll update the link in the PJ tutorial with this as well.
Edited by cure - 12 September 2011 at 9:02pm |
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Lavabean
Seaman
Joined: 30 August 2011 Online Status: Offline Posts: 11 |
![]() Posted: 30 September 2011 at 2:05pm |
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Being a noob myself, running into these will be a great help
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Aschaschi
Seaman
Joined: 19 October 2011 Online Status: Offline Posts: 3 |
![]() Posted: 24 October 2011 at 7:09am |
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This post is of great help! I am so thankful that you collected all this tutorials! Especially all the stuff about the choise of colors will prooven very helpful! Keep up the awesome work!
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Voldimars
Seaman
Joined: 23 October 2011 Online Status: Offline Posts: 1 |
![]() Posted: 29 October 2011 at 11:47pm |
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Perfect! Thanks a lot!
Some of lessons a very usefull for me. |
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jalonso
Rear Admiral
Joined: 01 December 2005 Online Status: Offline Posts: 9739 |
![]() Posted: 16 November 2011 at 8:44pm |
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Jeremy
Rear Admiral
Joined: 18 November 2008 Location: New Zealand Online Status: Offline Posts: 1424 |
![]() Posted: 30 January 2012 at 7:53pm |
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by snader
![]() Edited by Jeremy - 30 January 2012 at 7:55pm |
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SwissedToast
Seaman
Joined: 01 May 2011 Online Status: Offline Posts: 7 |
![]() Posted: 17 April 2012 at 8:57pm |
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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 SwissedToast - 18 April 2012 at 3:33pm |
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Blueman1010
Seaman
Joined: 04 October 2012 Online Status: Offline Posts: 14 |
![]() Posted: 12 October 2012 at 12:46pm |
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Here's a good pixel art tutorial:
http://www.natomic.com/hosted/marks/mpat/index.html |
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monotov
Midshipman
Joined: 29 April 2009 Location: United States Online Status: Offline Posts: 68 |
![]() Posted: 27 October 2012 at 5:02pm |
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KnobleKnives
Seaman
Joined: 10 November 2012 Online Status: Offline Posts: 1 |
![]() Posted: 10 November 2012 at 1:04pm |
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Originally posted by jalonso
Just adding these here. Made for a WIP section thread but could be useful to others. ![]()
Yes! Exactly what I'm looking for. Colors and palette evolution are basically two of my biggest obstacles in pixel artistry. |
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jalonso
Rear Admiral
Joined: 01 December 2005 Online Status: Offline Posts: 9739 |
![]() Posted: 08 February 2013 at 6:12am |
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Some useful color link tutorials:
Edited by jalonso - 08 February 2013 at 6:13am |
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ConnyNordlund
Seaman
Joined: 27 February 2013 Online Status: Offline Posts: 9 |
![]() Posted: 28 February 2013 at 3:44am |
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First, this thread is great!
But I feel like I need to mention that all these "rules" are things that can be broken when you have enough experience. This applies to all kinds of art. Just had to mention it. I'm new to pixel art. I do other art though (painting concepts and stoof). edit: http://daverapoza.blogspot.se/2013/01/some-new-art.html This guy, just went into the pixel stuff, not caring about any rules at all. But since he's great at painting he is able to make really cool pixel art anyways. Edited by ConnyNordlund - 28 February 2013 at 4:24am |
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showtime
Midshipman
Joined: 21 May 2011 Online Status: Offline Posts: 67 |
![]() Posted: 05 March 2013 at 6:54pm |
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I found this post on Pixelation about subpixeling to be helpful. My bad if it's already in this thread.
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GoToHellDave
Seaman
Joined: 22 April 2013 Online Status: Offline Posts: 4 |
![]() Posted: 23 April 2013 at 7:23pm |
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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. |
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TTTBBBUUUXXX
Seaman
Joined: 05 May 2013 Online Status: Offline Posts: 12 |
![]() Posted: 13 May 2013 at 9:16am |
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this thread is invaluable! just amazing. thanks to all!
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jalonso
Rear Admiral
Joined: 01 December 2005 Online Status: Offline Posts: 9739 |
![]() Posted: 07 June 2013 at 6:54pm |
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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 - 07 June 2013 at 6:55pm |
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