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jalonso
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Quote jalonso Replybullet Posted: 28 June 2014 at 9:00am
By DB:
Selective AA is the process of pushing/moving the internal AA into the outline...without ever making the (easy) mistake of doing external AA. "Internal thinning".

If you want strictly pixelart (and no semitransparancy) and have sprites that should look decent on all backgrounds; then "selective AA" is the best method (I don't know if there's an accepted term for it, however it has a close relationship with Selout). Although it's a very advanced pixelart technique, and may not be suitable for beginners..so try working with just internal-AA if you wanna play it safe.




Edited by jalonso - 24 July 2014 at 7:53am
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Quote jalonso Replybullet Posted: 23 July 2014 at 5:02am
by Daruda
 

Color theory
I've made a little tutorial about the Hue shift that is the easiest thing about the theory. It's elementary, but this picture in my head worked for me when I didn't understand much about colors.



Edited by jalonso - 24 July 2014 at 7:52am
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Quote jalonso Replybullet Posted: 24 July 2014 at 9:28am
This thread is all updated and re-constructed 7-24-2014
All images before this post are backed up to PJ host.

If anyone wants to make a cool topic image that would be great :)


Edited by jalonso - 24 July 2014 at 9:29am
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JustinGameDesign
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Quote JustinGameDesign Replybullet Posted: 26 July 2014 at 8:26am
If someone wants to make any of the following tutorials, these are some things that need explaining to new submitters more often lately:

Why low color counts are generally preferred.

Why colored-in line-art isn't necessarily pixel art.

Consistent lighting.

What is pixel-precision?

Why not to post pre-zoomed versions of your work.


Why to use transparent backgrounds rather than blank white backgrounds.


Edited by JustinGameDesign - 26 July 2014 at 9:18am
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Quote JustinGameDesign Replybullet Posted: 26 July 2014 at 9:10am
Posting pre-zoomed images to the gallery.


The point is to create small, objective explanation images that are easy to post in the comments section of pixels needing correction.


Edited by jalonso - 04 November 2014 at 6:38am
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jalonso
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Quote jalonso Replybullet Posted: 27 July 2014 at 5:55am
There is no valid reason why PJ gallery previews need to be under 10k anymore.
Because early pixelart had so many restrictions and file size was chief among them its just something we like to keep.
If your preview is over 10k it will not show on the Front Page Section with New Art, Weekly Showcase (WS) and Hall of Fame (HoF).
It will however be seen everywhere else.
You don't have to make your preview under 10k but you should.
For easy copy/paste use:



Edited by jalonso - 27 July 2014 at 5:55am
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Quote jalonso Replybullet Posted: 13 October 2014 at 9:36am
Image find by king_bobston. Image credit SharkD.
More info Axometric projection article from wikipedia.



Edited by jalonso - 13 October 2014 at 9:43am
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Dennis
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Quote Dennis Replybullet Posted: 14 October 2014 at 8:16am

ISOmetric Pixel Art Cheat Sheet v.0.8

 

edit: Dennis, added to PJ's imgur.com


Edited by jalonso - 16 October 2014 at 6:21am
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Quote Dennis Replybullet Posted: 18 October 2014 at 9:44am
ISOmetric Pixel Art Cheat Sheet(v.0.9) (credits to cyangmou for layout tips)

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jalonso
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Quote jalonso Replybullet Posted: 04 November 2014 at 6:36am
Isometric lines that cause you grief:
Its a little bit of extra work but this is a way to solve some isometric lines which gives you a lot of problems to get just right.
This method works on any iso line.
The key is to make the width reduction (usually 80% is good) tho sometimes this needs adjustments too so it reads right even when its not 100% accurate. Anything from 75% - 90%.


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jalonso
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Quote jalonso Replybullet Posted: 15 November 2014 at 6:15pm
Temporary post to be re-written.
Image and text as used in a WIP thread by eishiya
---
I think the new trees look good! The perspective is still a bit of an issue, because the layers appear to be perfectly horizontal, even though from above they'd look rounded since they're approximately round 3D forms. Here's a comparison of some simplified trees in 3 views:


They are not quite in 3/4 view mathematically, but they should be pretty close. When you're not sure about where to put the details on something in 3/4 perspective, doing a striped version like this can be pretty helpful.

Edit: As for when you know you're done: When you're happy with it (or start repeating changes you've undone before), or when you're out of time xP If you're just working for fun, it can still be useful to give yourself deadlines.


Edited by jalonso - 15 November 2014 at 6:15pm
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jalonso
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Quote jalonso Replybullet Posted: 22 November 2014 at 1:23pm
By PixelSnader:

The correct way to build ground shadows is relatively easy though.
Just draw lines, and see where they hit the ground. Here's an example:

1 - original WIP image
2 - raycasting a bunch of key points
3 - correct shadow
4 - you can try to tweak a bit to get cleaner lines and more detail. for example, the overhang of the roof.

Edit: I used a simple 1:1 step because it's easy, but you can see that it makes the shadow a bit wid/big. If you want to save tile space or something, you might want to try a 1:2 step to get a much smaller shadow.

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