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[Style] Pixels


Mattie

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Pixels

 

This topic is a collection of tutorials for How to pixel .
Learn how to draw in Pixel style with these tutorials of talented artists around the web.
All right sources are credited below the images so if you want to comment/praise, please do so on their page/profile/post.

 

 

Please keep in mind 

  • Not to fully copy 100% from one tutorial.
  • These tutorials are only meant for learning purposes.
  • You may NOT make profit by selling/claiming these tutorials, they are for everyone.
  • You may NOT trace over the original content (that beats the purposes of learning).
  • If you want to post a tutorial that may be interesting for this topic, please do so but you MUST include the original link to the original artist. (NO google, Pinterest, Re-post of other's tumblr acc's, WeHeartIt, etc.)
  • Any tutorial posted without a source will be deleted.
  • Please keep spam to a minimum.
  • For help or any suggestions, please do so here.

 

 

Good luck!

 



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Index

 

Page 1

  • Weekly challenges tutorials by Lanahx3
  • Weekly challenges tutorials by cloudylicious
  • Pixel tutoriall by yuuka-pixie
  • Tiny pixel tutorial by zilverlovely
  • Improve your art sprites, the big texturing tutorial etc. by oni1nk
  • Pixel macron by Maarui
  • Pixel progress, Basic tiling, Lets pixel, do's and dont etc. by cyanmou
  • Pixel cake, chocolate, pudding and swirl tutorial by ice-pandora
  • Pixel tutorial in my way by pastrpuffs
  • Strawberry tutorial by kiyorin
  • Quick dirty hair tutorial by faustbane
  • Hair and face tutorial by mouldycat
  • Super awesome fluffy hair tutorial by valokilljoy
  • Shiny hair by Just-A-Breathmint
  • Simple bloody tutorial by thethirdact
  • Icon step by step by kia-chaaan
  • Hair tutorial by TiffyInaBox

 

Page 2 

  • A pixel eye tutorial by atel1er
  • How to resize pixel art, animation and pixel diamond by firstfear
  • Pixel tutorial step by step by pyrogoth
  • Pixel progress by jishin
  • Pixel over tutorial and spriting tutorial by The-Godlings-Rapture
  • Hair tutorial, progress how to and sky tutorial by 5y1n9r4y
  • Pixel hair step by step by Sueweetie
  •  
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95af75513558cd4341a0cd4cff5f0c71-d9cnhmq d7b98fbe408d0145509e19c5966d4475-d9dgj7w 03341627103bfc8bc882761cc2d57559-d9e9ei4 adb5c92c80ad849306282ead782abe1b-d9f3b2c  8f82eb5e4d8c16f431ffb83cae143938-d9gp1f4 73d7cd3e430cae0d7d10462e10edee86-d9hj08l 4f137d61efdd69306003fbe5bf4db164-d9iepnl 27a6ec4973686d1efcc09cd18ca4b443-d9j5vv1 55463e89c05a7904e88707e8d4ef2bbf-d9jx8dy78cbf2ac9b4adf08f73dbfd857b072a7-d9ll5dl  42cc5cef4aa5270e50f51bb75912e6a4-d9ne670 weekly_challenge_16___slime_by_lanahx3-d weekly_challenge_17___donuts_by_lanahx3- weekly_challenge_18___crystals_by_lanahx weekly_challenge_19___valentines_day_by_ weekly_challenge_20___scarf_by_lanahx3-d weekly_challenge_21___ducks_by_lanahx3-d weekly_challenge_22___cafe___coffee_by_l weekly_challenge_23___spring_by_lanahx3- weekly_challenge_24___bacon_by_lanahx3-d weekly_challenge_25___easter_by_lanahx3-

weekly_challenge_26___heroes_by_lanahx3- weekly_challenge_27_by_lanahx3-d9yjbi0.g weekly_challenge_29___hoodie_by_lanahx3- weekly_challenge_30___coins_by_lanahx3-d weekly_challenge_32___pokemon_by_lanahx3 weekly_challenge_33___hearts_by_lanahx3- weekly_challenge_34___melon_by_lanahx3-d weekly_challenge_36_by_lanahx3-da6a1lk.g weekly_challenge_38___cherry_by_lanahx3- weekly_challenge_39___cookies_by_lanahx3 weekly_challenge_40___ice_cube_by_lanahx

 

 

 

Quote

I'll post the weekly challenges themes here and update the journal every week so people can keep track of them
A link to all entries for each week will be posted too~ (I'll make fav collections//murdered)
My idea behind this is to make my entries look like tutorials/walkthroughs and to encourage others practice more pixel art or just to give beginners an idea how to actually start with pixeling~ ; v ;

 

 

By Lanahx3

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Improve your pixel art sprites!

 

iqrW3Bm.png
 

Introduction



In this tutorial, I will explain you how to use a couple techniques I used to improve
Planet Centauri's sprites before implementing them into the game (or before animating them).
Some of the rules shown here are very easy to use, and/or are purely methodical;
so even if you aren't very skilled, follow those simple guidelines to make your sprites cleaner.
 

qtu7GTY.png
 

Colors



A lot of basic mistakes will ruin the quality of your art.
Thankfully, they're also generally quite easy to fix with some experience, and
by paying attention.
 

Too many colors



Pixel art is all about constraints. When two colors are very close, merge them into
an intermediate one, so you see if it improves the result.
Using a small palette will help you improving your skills much more easily, and will make
creating sprites also easier.
It also will make it easier to identify unwanted artifacts (i.e. misplaced pixels).
 

Gradients



If you are constructing a palette with gradients, avoid at any cost independent gradients
(i.e. only dimmed/lighted base colors). Use gradients that depends on each other.

You can also try to use yellow-ish or cyan-ish saturated light colors, and blue-ish and purple-ish
desaturated dark colors. However, avoid using an over-saturated or an under-saturated palette.
This usually ends up bad and breaks contrasts.
You should also use gradients with outspread tints to avoid washy color contrasts.

Remember never to use more colors than necessary, and use gradients with contrasted brightness.
Feel free to try using other generic palettes on your sprite to compare it with your palette so you can improve it.

 

Neighbor colors



Avoid as much as you can excessive contrasts between neighboring pixels.
For example, a black line over a white background usually won't look natural.
A line that fits the background color well gives a realistic volume effect.
 

cb3yRAX.png


This is as true for outlines, which has to fit with both the inner color and the umbrage
of the surface.
 

Fl2vNML.png


NB: Obviously, this doesn't work with any graphic style.

 

Pillow shading



Pillow shading is a nasty effect that occurs when the light source comes from the front.
 

5W2Sx7z.png


Avoid pillow shading, unless you really know what you're doing.

 

Lines and curves



Perfect line: A line that has a constant vertical and horizontal step.
 

nIBjN8b.png


Perfect curve: A curve made of perfect lines which step always depends on the other parts of the curve.
 

v2F1rsT.png


Dirty line: A line that has at least one sub-segment with more than one adjacent pixel on one end.

As you may have noticed on the pictures above, dirty lines should be avoided.
You should use as much perfect lines and curves as possible.

 

Clusters



A cluster is a group, a pack of connected pixels with the same color.
Cluster shapes will greatly affect the final image.
Bony and crude clusters will give a sketchy aspect.
Round and straight lines are preferred so you get a precise, smooth and nice image.
 

6GedBQY.png


Avoid lonely pixels. If one pixel is inside of a different color cluster without
any adjacent pixel with the same color, remove it.
 

hnAY2fN.png
 

LIo7bhW.png
 

jYowkas.png
 

SDtoYFg.png
 

mOAWWrT.png
 

Dithering et texturing



Contrary to popular belief, dithering isn't as great as it seems. A lot of dithering between
heavily contrasted colors will often give a dirty and noisy image.
It is also a very bad idea to use dithering when animating a sprite, because keeping coherent
dithering will be awfully hard.

If you art style lets you do it, use texturing instead (the difference is that texturing does not
induce color limitations).
But don't forget, texturing means harder animation and worse clarity.
Again, it's a matter of style.
If you want a cartoon-ish look, do not use dithering nor texturing.

 

Antialiasing



Antialiasing a technique that reduces the staircase effect (aliasing) which is clearly
visible on two lines between two contrasted surfaces.
 

zUjIUgL.png
 

Internal AA



There are two use-cases for internal AA :
Simply separating two surfaces, and using lines or curves cutting through two different surfaces.

In the first case, you may just need to insert an intermediate color where aliasing is visible
to reduce it (generally, when the curve abruptly changes).
 

1gcZIz2.png
 

FdMn5AI.png


In the second case, you may just need to add a small intermediate color cluster
between every horizontal or vertical sub-segment.
Its size directly depends on the sub-segment size.
 

40GI1vF.png
 

jQA9Ktu.png
 

External AA



External AA suffers from an important restriction, unlike internal AA: The background color
in a game will constantly change, so you need to have an effect that looks good on both
dark and light backgrounds.
This rule is quite easy: You only apply the effect inside of the sprite.
The end of an outline that neighbors with the background should never be modified.
 

NgBDPVh.png


In this image, the internal AA effect applied on the outer part of the sprite unveils some
nasty artifacts, while external AA, even if it isn't as efficient, gives a great effect on any
background type.


The end.

 

 

 

 

Quote

 

 

1. Definition

Texturing is a technique that involves adding local shading and details on surfaces to better represent the material of an object.

This technique is of course closely linked to shading in general.
This is usually applied after defining a global shading.
 
LNvwTI2.png

From left to right :
  • Lineart
  • Global shading
  • Completed sprite

One of the big differences between global and local shading is homogeneity.
The very principle of global shading is to give a sufficiently contrasting effect between the shaded and lit areas to bring out volume and depth.

Conversely, a texture must be as homogeneous as possible. It must be able to be applied on large, uniform surfaces, without making it look bad.


2. Applying a texture

A texture being homogeneous in terms of its luminosity/contrast, if it is applied to an object without taking into account the global shading, we will lose any effect of volume and depth.

qzwEnG7.png

A texture applied to a sphere without shading.
Only the deformation of the texture can give us a clue on the shape of the object, but it is still difficult to discern.

Homogeneous contrast

When applying a texture to an object, shadows must also be taken into account.
It is therefore important to maintain a uniform contrast between colours. A dark line separating a light zone from a dark zone should not keep the same colour between these two zones.

jJcR6xy.png

The color of the line will be lighter on the lighter side and darker on the darker side to preserve its contrast with the background.

In the same way it is possible to apply a texture or pattern on a shaded object, by proceeding to a simple color shifting in our palette.

IUreMgi.png

Combination of a texture (left) and an object that is not textured but shaded (middle).


3. Local shading

Since shading is used to highlight the bumps, there are generally two possible cases:
  • A groove
  • A bump

Each of these cases can be more or less accentuated by playing on the colors, the intensity of shadows and lights.

xIicXkK.png

On the upper line, troughs ranging from the weakest to the strongest bumps.
On the second line, these are bumps that stand out.

The mastery of these light bumps is very important, it is the basis of the textures, and will make it possible to manage all the simple cases, such as wood or matte plastic.

Example of application on a simple object:
wnpYBVT.png


4. Reflections

The application of a reflection is done in a simple way, by applying diagonal strips of light of varying thicknesses, and following a few rules.

jx1dSOh.png

A trough or bump will create an offset at the reflection level (proportional to the height change).
As for the shadows, there is no absolute, depending on the palette or the material represented, it is possible to lighten or not the area at the reflection level.
It is also important not to have parallel light bands on faces that are not oriented in the same direction, as on this cube: hUwBwpj.png

Concrete example of the application of a gold texture on our drawers:
JNj4JEd.png

Or, added reflections on our previous crate:
L2LJmpZ.png


5. Dithering and granularity

Dithering consists in creating a new false color from a checkerboard or other regular pattern of two colors close enough to give an illusion of mixing.
The closer the colours are, the stronger the illusion will be. The more the colours are contrasted, the stronger the granularity effect will be.

5DiIcX8.png

Dithering is basically used to obtain fake intermediate shades on limited palettes, but it is also very useful for making complex and rough textures.

MqolQ8V.png
Example of complex dithering separating 3 colors over a wide area.

P8N5YZx.png
The nature of the pattern totally changes the roughness aspect.


Example of the application of a sandy rock on our drawers:
sHnkErk.png

Or add grain to our crate:
xjBeb4m.png


6. The art of destruction

The more complex a texture is, the more it will combine fundamental techniques such as bumpiness, reflections or granularity.
However, some materials need to go further, by cutting, slash or breaking the base support.

Cuts

It works much like bump, but on a much finer surface.
We are subject to the same rules, of which here is a summary image:
pw24QEv.png
From the finest to the most pronounced, on the first line of the cuts, and on the second of the bumps.


A concrete example on our crate:
9IS1ZwV.png


Exercises

Since nothing beats practice to learn, here is a series of examples from the simplest to the most complicated.

For each exercise resolved, post your results.

Mastering tools
  • Add a strong bump on the text of this image, except the 'x' which must be a groove (the center must be dug more strongly than the rest of the 'x'):
    fcXxBEX.png
    Palette: uaS9LIm.png
  • Add reflections on the image obtained between the two red lines shown below:
    XXAuGh3.png
  • Now cut and break the letter 'e' as well as possible.
  • Add grain to the letter 'l'.

Finalize a sprite
 
  • Texturize/colorize this sprite:
    mPWnKcy.png
    Palette: uaS9LIm.png
  • Add reflections on the inside of the doors to give the impression that there are windows.
  • Add damage (cuts etc) on the right side of the wardrobe.
  • Make a variant of this cabinet by redoing it in gold using the palette of the gold drawers example in the tutorial.
    Palette: GY3K8pd.png
  • Do the same with the sandy rock.
    Palette: D13Rr3y.png

Sample solutions

Here are some solutions by a talented friend:
qoWcO4U.png
Gif process

 

 

 

 

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By oni1ink

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pixel_icon_tutorial_by_kia_chaaan-d8xi0t

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tumblr post-- dreamyberry.tumblr.com/post/12…
my first tutorial, hope it's helpful - if you like this there may be a second part with pagedolls!! --
[of course to keep the files transparent before making a gif you must save them as .PNG (unless the program used doesn't support transparency q m q)]

as i said, these bases are for my PERSONAL USE ONLY
unless i have already an account there (check kiacchi.flavors.me/) you CAN repost this on other sites as long as you CREDIT, 

By kia-chaaan

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