All language subtitles for 7 Introduction to drawing

af Afrikaans
sq Albanian
am Amharic
ar Arabic
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bn Bengali
bs Bosnian
bg Bulgarian
ca Catalan
ceb Cebuano
ny Chichewa
zh-CN Chinese (Simplified)
zh-TW Chinese (Traditional)
co Corsican
hr Croatian
cs Czech
da Danish
nl Dutch
en English
eo Esperanto
et Estonian
tl Filipino
fi Finnish
fr French
fy Frisian
gl Galician
ka Georgian
de German
el Greek
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian Download
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
km Khmer
ko Korean
ku Kurdish (Kurmanji)
ky Kyrgyz
lo Lao
la Latin
lv Latvian
lt Lithuanian
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mn Mongolian
my Myanmar (Burmese)
ne Nepali
no Norwegian
ps Pashto
fa Persian
pl Polish
pt Portuguese
pa Punjabi
ro Romanian
ru Russian
sm Samoan
gd Scots Gaelic
sr Serbian
st Sesotho
sn Shona
sd Sindhi
si Sinhala
sk Slovak
sl Slovenian
so Somali
es Spanish
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
te Telugu
th Thai
tr Turkish
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu
or Odia (Oriya)
rw Kinyarwanda
tk Turkmen
tt Tatar
ug Uyghur
Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:04,864 --> 00:00:05,888 The first question What 2 00:00:06,144 --> 00:00:07,936 do you need for yourself 3 00:00:08,192 --> 00:00:08,960 In principle 4 00:00:09,216 --> 00:00:11,520 The resolution of your game window 5 00:00:12,288 --> 00:00:17,152 Even within the pixelart range itself, the resolution is large enough 6 00:00:17,664 --> 00:00:20,736 If earlier we relied on platform limitations 7 00:00:20,992 --> 00:00:24,320 Today we are faced with the popularity of gaming 8 00:00:24,576 --> 00:00:27,904 And how costly or not costly 9 00:00:28,160 --> 00:00:28,928 Artyom 10 00:00:29,184 --> 00:00:30,720 For a single 11 00:00:32,000 --> 00:00:34,816 size pixart resolutions 12 00:00:35,328 --> 00:00:37,376 Photo 640 by 360 13 00:00:37,888 --> 00:00:38,912 380 14 00:00:39,168 --> 00:00:41,216 70 and 320 by 100 15 00:00:42,240 --> 00:00:44,800 People came to this of course unsafe 16 00:00:45,568 --> 00:00:48,896 The fact is that all these resolutions can perfectly scale 17 00:00:49,152 --> 00:00:51,968 The most popular screen resolution today 18 00:00:52,224 --> 00:00:55,040 Liberal standard 19 00:00:55,296 --> 00:00:57,600 With a resolution of 1920 by 1000 20 00:00:58,112 --> 00:01:00,141 Because it is the most common Let 's take a 21 00:01:00,143 --> 00:01:02,491 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 22 00:01:02,492 --> 00:01:02,720 few games or poppy Ipro scalable 23 00:01:02,976 --> 00:01:05,280 Lions 24 00:01:06,304 --> 00:01:10,912 The first is its miniature hour 320 by 100 25 00:01:12,960 --> 00:01:13,472 Dasha 26 00:01:13,728 --> 00:01:15,008 480 by 2 27 00:01:15,264 --> 00:01:16,544 Average check 28 00:01:17,312 --> 00:01:21,408 Enough for some intricate ideas and there was Frost Bulsyn is used directly And it is enough for everything Pay attention to how much the Resolution affects the detail ctg2a The difference in drawing the same object in different styles It can differ dramatically This is what can be drawn at a resolution of 320 by 180 in a couple of hours can easily require 29 00:01:53,664 --> 00:01:56,992 4 hours of time and more pressing for 30 00:01:57,248 --> 00:01:59,040 640x360 31 00:01:59,808 --> 00:02:02,880 This is so to speak 32 00:02:04,160 --> 00:02:05,440 Academically 33 00:02:05,696 --> 00:02:08,256 Every detail is taken into account 34 00:02:08,768 --> 00:02:13,632 When the process of drawing the same elephants of locations becomes more complicated 35 00:02:14,912 --> 00:02:16,448 From the increase in resolution 36 00:02:16,704 --> 00:02:17,472 Microfiber 37 00:02:17,984 --> 00:02:20,544 Therefore, game projects now only 38 00:02:21,056 --> 00:02:25,152 In the rarest cases go beyond 640x360 39 00:02:26,432 --> 00:02:30,016 But in any case, don’t worry too much you need a resolution 40 00:02:30,528 --> 00:02:36,160 Set without increasing it today there are enough artistic means to significantly 41 00:02:36,416 --> 00:02:37,696 Work out any one 42 00:02:38,464 --> 00:02:41,024 Take at least 8-bit as a basis 43 00:02:42,048 --> 00:02:46,400 In the future it will not be very difficult to pump it up to 16 44 00:02:46,656 --> 00:02:48,704 As the developers did 45 00:02:48,960 --> 00:02:49,984 Of course you have to 46 00:02:50,240 --> 00:02:52,032 Work on improving them 47 00:02:53,312 --> 00:02:56,896 Eight-bit games even today are kept in a simplified range 48 00:02:57,152 --> 00:02:57,920 Questions 49 00:02:58,432 --> 00:02:59,968 In order not to go beyond Steam 50 00:03:00,736 --> 00:03:04,576 If you are worried that you can’t immediately draw something important, taking into account 51 00:03:04,832 --> 00:03:06,112 All the colors 52 00:03:06,624 --> 00:03:08,672 Subtleties and shapes, don’t worry 53 00:03:09,184 --> 00:03:15,328 Benefits of 8-bit to start drawing are big enough to start 54 00:03:15,584 --> 00:03:16,608 8-bit 55 00:03:18,656 --> 00:03:22,240 In a limited palette of super-bright colors 56 00:03:22,496 --> 00:03:24,544 Harder to get confused 57 00:03:24,800 --> 00:03:26,080 Easier to create 58 00:03:26,336 --> 00:03:28,128 Color accents 59 00:03:29,152 --> 00:03:33,504 And the consequences can be redrawn when you get enough 60 00:03:34,016 --> 00:03:35,808 experience 61 00:03:36,832 --> 00:03:40,672 In the text of the size of the game window, you should think 62 00:03:40,928 --> 00:03:42,976 Next I'm the size of the characters 63 00:03:43,232 --> 00:03:44,768 Calling the first 64 00:03:45,024 --> 00:03:46,816 Orthoflex clown to draw 65 00:03:47,072 --> 00:03:48,864 Characters too large 66 00:03:49,376 --> 00:03:50,656 Either too 67 00:03:51,424 --> 00:03:56,288 Situation when there is a desire to add details but not enough pixels This is the norm 68 00:03:56,800 --> 00:04:00,896 This you should understand what you will send with all your technical Nastya 69 00:04:01,664 --> 00:04:03,712 Improvisations Compromise 70 00:04:03,968 --> 00:04:06,528 Now understanding these compromises 71 00:04:06,784 --> 00:04:11,136 Save hundreds or even 1000 hours of working time Let's 72 00:04:11,904 --> 00:04:12,928 go this is what 73 00:04:13,440 --> 00:04:15,744 Pixel anime characters are based on the method Time-consuming frame-by- 74 00:04:16,000 --> 00:04:17,791 frame 75 00:04:18,559 --> 00:04:22,911 Due to which to cope with a large resolution and the number of details Live more difficult 76 00:04:23,423 --> 00:04:25,471 It is very important to observe 77 00:04:25,727 --> 00:04:27,519 this Proceed from expedient 78 00:04:28,543 --> 00:04:31,871 For example, my colleague Andrey 79 00:04:32,383 --> 00:04:37,247 Zapravshchiki somehow drew and animates the characters did not follow the quantity 80 00:04:38,271 --> 00:04:43,647 We were surprised that the character turned out to be twice as large as it is enough 81 00:04:44,159 --> 00:04:46,207 Large sprites from other games 82 00:04:46,719 --> 00:04:52,095 And that it would be a shame for you to reduce without losing readability as it would be enough 83 00:04:52,351 --> 00:04:54,655 And it would be possible to reduce the work 84 00:04:54,911 --> 00:04:58,239 Two and she would not lose much of her character 85 00:04:58,751 --> 00:05:03,615 To me, for example, my acquaintances a taxi driver a couple once treated enough 86 00:05:03,871 --> 00:05:06,431 They are expedient terms of reference 87 00:05:06,943 --> 00:05:12,575 In one case, as if Andrei can afford it, he professionally they 88 00:05:13,343 --> 00:05:14,623 But 89 00:05:15,135 --> 00:05:17,183 Often people treat someone 90 00:05:17,439 --> 00:05:18,463 Zach anime 91 00:05:18,719 --> 00:05:19,999 Where 92 00:05:21,023 --> 00:05:22,047 They have 93 00:05:22,303 --> 00:05:25,887 The terms of reference say the size of the screen that digests the ass 94 00:05:26,143 --> 00:05:28,703 Just to enlarge the character 95 00:05:28,959 --> 00:05:31,263 At the same time not want it to be a pixel 96 00:05:31,775 --> 00:05:36,383 Naturally, no one agreed and everyone advised the character you know how 97 00:05:36,895 --> 00:05:38,175 Because there was no difference 98 00:05:38,431 --> 00:05:40,735 Compatibility with it was less 99 00:05:40,991 --> 00:05:44,831 Redrawing and animating all this would be extremely labor-intensive 100 00:05:46,623 --> 00:05:51,743 However, choosing the size of the character works in the opposite direction 101 00:05:52,511 --> 00:05:57,887 Because characters with a relatively small number of pixels require very painstaking work 102 00:05:58,143 --> 00:06:00,959 Evitalia is still in the early stages 103 00:06:01,215 --> 00:06:04,287 Especially if you are not trying to make a matchstick man 104 00:06:04,799 --> 00:06:06,335 Like those on the map 105 00:06:06,847 --> 00:06:08,895 Work on something special 106 00:06:09,407 --> 00:06:12,735 Also bring a very high quality in terms of uniquely 107 00:06:12,991 --> 00:06:13,759 Characters 108 00:06:14,015 --> 00:06:14,783 Fit 109 00:06:15,039 --> 00:06:15,807 Vysotsk 110 00:06:16,063 --> 00:06:16,575 50 111 00:06:17,599 --> 00:06:18,623 I already have them for now 112 00:06:19,391 --> 00:06:20,927 Therefore 113 00:06:21,439 --> 00:06:24,767 The choice of written resolution may be dictated by 114 00:06:25,279 --> 00:06:27,071 Economy in conjunction 115 00:06:27,583 --> 00:06:29,375 With the style of gameplay in your game 116 00:06:29,887 --> 00:06:32,191 First you can select the resolution 117 00:06:32,447 --> 00:06:37,055 In general and then the relative size of the character and others 118 00:06:37,311 --> 00:06:38,335 Relative 119 00:06:40,127 --> 00:06:42,687 If the edge is a simulator 120 00:06:43,455 --> 00:06:46,527 The size of the protagonist varies 121 00:06:46,783 --> 00:06:50,367 from 1 5 to 1/8 of the height of the screen 122 00:06:50,623 --> 00:06:54,207 For an army of small characters in simulators, this can be 123 00:06:54,463 --> 00:06:56,511 1/13 124 00:06:57,279 --> 00:06:59,583 For fighting games, where usually 125 00:06:59,839 --> 00:07:01,631 From 2 to 4 active 126 00:07:01,887 --> 00:07:05,215 Ratio from 1 4 2 1/2 127 00:07:07,775 --> 00:07:10,591 Heights should also take into account the shape of the staff 128 00:07:11,103 --> 00:07:13,151 One too little man in the frame 129 00:07:14,175 --> 00:07:18,271 May look like a tight cheat as a folk character 130 00:07:19,551 --> 00:07:22,111 AND Here comes the gameplay factor 131 00:07:22,623 --> 00:07:25,695 Namely, that the schematics of the construction 132 00:07:26,463 --> 00:07:27,999 You can pay attention to 133 00:07:28,255 --> 00:07:30,047 Flattened or 134 00:07:30,303 --> 00:07:32,351 Heroes are found 135 00:07:32,863 --> 00:07:35,679 It is in games with dynamic dimple platforms 136 00:07:36,447 --> 00:07:39,519 Where the hero jumps a lot in height 137 00:07:40,799 --> 00:07:43,615 And the external shape of the heroes is more 138 00:07:43,871 --> 00:07:44,639 Square 139 00:07:44,895 --> 00:07:47,199 Examples This is Mario 140 00:07:47,711 --> 00:07:50,527 Eagle Island 141 00:07:53,343 --> 00:07:56,927 Look at how many kinks are here on one 142 00:07:57,439 --> 00:08:00,255 B normally looks like this level building 143 00:08:00,511 --> 00:08:01,023 Characters 144 00:08:01,279 --> 00:08:03,583 Height is described 12 145 00:08:04,095 --> 00:08:06,143 Here, by the way, it is worth reading interesting to mom 146 00:08:06,655 --> 00:08:09,727 Positions himself as a platform 147 00:08:10,239 --> 00:08:12,287 The hero made enough raft 148 00:08:12,799 --> 00:08:14,591 Not very long of course 149 00:08:14,847 --> 00:08:15,615 To 150 00:08:15,871 --> 00:08:18,431 not lose the feeling You are the most platform 151 00:08:20,479 --> 00:08:25,343 Thanks to a slight shortening of the limbs, we seem to reduce the possible boundaries 152 00:08:25,599 --> 00:08:26,879 Characters in each case The 153 00:08:27,903 --> 00:08:29,951 apogee of this compaction 154 00:08:30,207 --> 00:08:30,719 Mario 155 00:08:30,975 --> 00:08:31,487 Kotor 156 00:08:31,743 --> 00:08:33,791 Always within the same product 157 00:08:34,047 --> 00:08:37,119 In games that hurt corridor type 158 00:08:37,375 --> 00:08:38,143 Castlevania 159 00:08:38,655 --> 00:08:40,959 Where tiles 160 00:08:41,215 --> 00:08:44,031 Purely outwardly do not look green in cubes 161 00:08:45,311 --> 00:08:49,663 Characters intersect spaces more horizontally than vertically 162 00:08:51,199 --> 00:08:52,991 And they usually come in 163 00:08:53,247 --> 00:08:56,063 Usually your pains are elongated rotary The 164 00:08:58,367 --> 00:09:00,159 edges are less pronounced 165 00:09:01,439 --> 00:09:02,719 More of these 166 00:09:02,975 --> 00:09:03,999 Watch the disc 167 00:09:05,023 --> 00:09:07,071 In general, they came up with a cool 168 00:09:07,583 --> 00:09:09,631 character can turn into a ball 169 00:09:09,887 --> 00:09:11,423 This is just useful for 170 00:09:11,679 --> 00:09:13,983 Crossing points with many 171 00:09:14,239 --> 00:09:18,335 There is literally a reduction in the boundaries to a stable level 172 00:09:18,591 --> 00:09:20,895 Thanks to which the platform is good And 173 00:09:21,407 --> 00:09:25,247 in some worms Jimmy for example with this without problems 174 00:09:25,503 --> 00:09:26,271 Because 175 00:09:26,527 --> 00:09:32,159 Moving sweepingly is beautiful but it does not allow you to determine 176 00:09:32,671 --> 00:09:33,695 its boundaries And which way to look When choosing the shape and size of the character In the future we will consider this topic in more detail with all the tone It was simple Regardless of the resolution of the pixart All styles Represented Basic You can say the rulebook is tied to the nuances These things are not worth it 177 00:10:00,345 --> 00:10:04,434 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 178 00:10:07,999 --> 00:10:10,047 First you need to break out 179 00:10:10,559 --> 00:10:11,583 In drawing 180 00:10:13,631 --> 00:10:14,911 First Where to start 181 00:10:15,167 --> 00:10:15,935 Italy 182 00:10:16,447 --> 00:10:17,727 If you draw 183 00:10:17,983 --> 00:10:19,775 Lines at right angles 184 00:10:20,287 --> 00:10:22,335 You most likely will not arise 185 00:10:23,359 --> 00:10:26,687 Drawing oblique and curved Does it require 186 00:10:26,943 --> 00:10:28,735 more masters 187 00:10:29,759 --> 00:10:33,087 in Pixart, the lines themselves as you see are similar to 188 00:10:33,855 --> 00:10:36,927 If in normal drawing the smoothness of the lines 189 00:10:37,183 --> 00:10:38,207 Movement 190 00:10:38,463 --> 00:10:39,999 What 191 00:10:40,255 --> 00:10:41,279 Pencil tablets 192 00:10:41,791 --> 00:10:45,631 In pixels, the alignment is more narrow 193 00:10:46,911 --> 00:10:48,703 If you try to 194 00:10:48,959 --> 00:10:51,519 Draw a curved line in pixels 195 00:10:52,031 --> 00:10:54,847 It will most likely be 196 00:10:55,359 --> 00:10:58,175 Thickening in some places Eurydice 197 00:10:58,687 --> 00:11:00,991 Therefore, it needs to be corrected in this way 198 00:11:02,527 --> 00:11:04,319 Remove the thickening and adjacent 199 00:11:07,135 --> 00:11:09,951 The deletion has already become clean, you need to follow the poet 200 00:11:10,207 --> 00:11:11,743 Sequence and 201 00:11:11,999 --> 00:11:14,559 Paid progression when increasing 202 00:11:16,351 --> 00:11:20,191 First one pixel then 2 then 3 and so on 203 00:11:20,959 --> 00:11:23,519 And to draw a straight line at an angle 204 00:11:23,775 --> 00:11:24,543 Just 205 00:11:24,799 --> 00:11:29,151 Make a sequence of pixel dashes with the same length 206 00:11:30,175 --> 00:11:32,223 If you have for example if topaz 207 00:11:33,247 --> 00:11:36,063 First 2 pixels then one 208 00:11:36,319 --> 00:11:37,343 Now 3 209 00:11:37,599 --> 00:11:41,695 Then you will have a kink and Sorry it will be natural The 210 00:11:44,255 --> 00:11:48,863 easiest way is to first draw everything crooked and then there is 211 00:11:49,631 --> 00:11:53,727 Well, in addition to this, you can use the piximperfect function 212 00:11:54,239 --> 00:11:56,031 Which is able to 213 00:11:56,287 --> 00:11:57,055 Correct the 214 00:11:57,567 --> 00:11:59,359 emerging thickening 0 215 00:12:00,383 --> 00:12:01,919 Excellent story editor 216 00:12:02,175 --> 00:12:04,479 There are tools for creating geometry 217 00:12:06,783 --> 00:12:08,831 Circles squares 218 00:12:11,135 --> 00:12:12,671 Facilitate the process 219 00:12:13,439 --> 00:12:16,511 Well, even so, it is unlikely that it will be possible to completely get rid of 220 00:12:17,023 --> 00:12:17,791 It is 221 00:12:20,351 --> 00:12:21,119 already firmly 222 00:12:22,911 --> 00:12:27,775 It is worth paying attention to the fact that in addition to drawing lines there is also an option 223 00:12:28,031 --> 00:12:28,799 Drawing 224 00:12:29,055 --> 00:12:29,567 15 225 00:12:29,823 --> 00:12:33,407 In which the resource is reasonable retirement 226 00:12:33,663 --> 00:12:34,175 Ivasik 227 00:12:34,687 --> 00:12:35,967 Forms 125 228 00:12:36,223 --> 00:12:39,039 Even if you draw pixels, start a spot 229 00:12:39,551 --> 00:12:43,135 The border between two colors is also will be a Con 230 00:12:43,903 --> 00:12:47,743 Pressing which will need to be followed by the very rules of 231 00:12:47,999 --> 00:12:49,023 Novaline 232 00:12:50,047 --> 00:12:51,071 When 233 00:12:51,839 --> 00:12:52,863 Depending 234 00:12:53,119 --> 00:12:53,887 You can 235 00:12:55,167 --> 00:12:56,959 Add a mob 236 00:12:58,239 --> 00:13:02,591 Exhale this is able to highlight the character relative to 237 00:13:03,871 --> 00:13:04,895 Mutko 's background 238 00:13:05,151 --> 00:13:08,479 It's not a matter of delimiting the background characters 239 00:13:08,991 --> 00:13:12,063 because if your character is on the left 240 00:13:13,087 --> 00:13:16,671 Stroke not a Porsche to put your problems 241 00:13:17,439 --> 00:13:20,255 Fix it will still be dirty and 242 00:13:22,815 --> 00:13:24,863 Even though it will stand 243 00:13:26,143 --> 00:13:27,423 out At least a little more The 244 00:13:29,215 --> 00:13:32,287 most important thing will be to choose the right color range 245 00:13:33,311 --> 00:13:38,431 For example earlier in games on the same Dendy, the backgrounds were quite uniform and 246 00:13:38,687 --> 00:13:40,223 the Character of all this Highlight 247 00:13:40,991 --> 00:13:43,295 You can notice what he did on purpose 248 00:13:43,551 --> 00:13:45,343 so as not to get out of us 249 00:13:45,599 --> 00:13:46,111 Characters 250 00:13:47,135 --> 00:13:53,023 In more complex games with a lot of colors, a distinction is created in which 251 00:13:54,303 --> 00:13:57,631 All characters should be more contrasting with the background 252 00:13:58,399 --> 00:14:01,471 Touch by the way, not only of course the characters 253 00:14:03,007 --> 00:14:08,383 But also the foreground colors that differ from the background colors and stand out. Stroke , in 254 00:14:09,663 --> 00:14:13,503 essence, also presents itself as a control element. 255 00:14:14,015 --> 00:14:16,831 Well, it’s like a thing. Maybe. files Look at the same Mario At least some of his elements Hope clothes will always be AND If you add a winding to such a three-color character You can notice that Touching with different colors it Contrasts a couple Because of which its color Views change depending on the location AND adjacent to her color 256 00:15:00,863 --> 00:15:04,447 Or they are added only in special places that need 257 00:15:04,703 --> 00:15:06,239 to be poured in order for the contract to 258 00:15:06,495 --> 00:15:08,543 move its lines 259 00:15:10,079 --> 00:15:14,687 In this context, it’s just worth touching on the concept of the relative weight of the Pixie 260 00:15:14,943 --> 00:15:16,479 And in principle with respect to the 261 00:15:16,735 --> 00:15:17,247 Flower 262 00:15:17,759 --> 00:15:19,551 Let’s say I draw a fly 263 00:15:21,343 --> 00:15:22,623 agaric Because some of them will be more conspicuous . If I draw Characters, it will be visually larger . 264 00:15:59,487 --> 00:16:04,095 By changing the color so convenient 265 00:16:05,887 --> 00:16:07,935 Then the color of the pixel 266 00:16:08,191 --> 00:16:09,471 Merge with the background 267 00:16:09,983 --> 00:16:16,127 With the help of such light manipulations the pixels we can expand them Large object 268 00:16:16,639 --> 00:16:17,919 Some line 269 00:16:18,431 --> 00:16:21,247 We can betray an intermediate thickness 270 00:16:21,759 --> 00:16:23,295 Create a 271 00:16:23,807 --> 00:16:25,087 Smooth transition it 272 00:16:26,111 --> 00:16:27,903 In case we are drawings 273 00:16:28,159 --> 00:16:29,695 Cracks or 274 00:16:29,951 --> 00:16:31,487 Marks that 275 00:16:34,303 --> 00:16:35,327 touch 276 00:16:35,583 --> 00:16:38,911 Not only 1 pixel or 1 pixel 277 00:16:39,167 --> 00:16:40,447 Color areas 278 00:16:41,727 --> 00:16:43,263 You can lose weight object 279 00:16:43,519 --> 00:16:45,055 Or draw a conclusion 280 00:16:45,311 --> 00:16:48,639 Like for example Here I changed the color with a ladle of the skull 281 00:16:48,895 --> 00:16:49,919 Ionistor 282 00:16:51,199 --> 00:16:54,271 Relativity in drawing is built very 283 00:16:54,527 --> 00:16:59,903 This way we can also situationally adjust and smooth out the lines 284 00:17:00,159 --> 00:17:02,719 Without this, it was impossible to give the desired shape . This opens the 285 00:17:03,231 --> 00:17:05,279 way for us. A new concept is 286 00:17:05,791 --> 00:17:09,119 separately selected . 287 00:17:09,375 --> 00:17:10,655 Charter is . and Use No more than A row of one 2 syllables Image Can start Within one image you can Situational enough If in one place Include borders We add and in another do not need so leave as 288 00:17:57,759 --> 00:18:00,063 Instagram to use anti-aliasing or 289 00:18:00,319 --> 00:18:01,855 Depends on what is appropriate 290 00:18:02,623 --> 00:18:05,439 Because the house does not require additional time 291 00:18:05,951 --> 00:18:07,487 It should be borne in mind that 292 00:18:07,999 --> 00:18:10,815 Anti-aliasing should not be added near the 293 00:18:11,071 --> 00:18:11,583 Counter 294 00:18:11,839 --> 00:18:13,375 Because 295 00:18:13,631 --> 00:18:14,911 it will depend on 296 00:18:15,167 --> 00:18:19,007 Hannah and the character will not be able to adapt sent different colors 297 00:18:19,263 --> 00:18:23,615 In addition to this anti-aliasing pressing, we may have such a combination 298 00:18:24,383 --> 00:18:27,711 At which one pixel line is parallel to another 299 00:18:29,247 --> 00:18:30,527 A kind of 300 00:18:31,039 --> 00:18:32,063 Shirochany row appears 301 00:18:33,087 --> 00:18:34,367 It is called 302 00:18:34,879 --> 00:18:36,159 Ion can 303 00:18:38,463 --> 00:18:44,607 Some is added in attempts to draw a new one and catches a piece 304 00:18:47,167 --> 00:18:48,959 Soon I will explain more 305 00:18:49,215 --> 00:18:49,983 Why this is 306 00:18:50,495 --> 00:18:54,591 Well, as you already understood, a single Pixel is not a fully 307 00:18:54,847 --> 00:18:56,127 independent element 308 00:18:57,919 --> 00:18:59,967 Depends on neighboring ones 309 00:19:00,479 --> 00:19:02,783 Therefore, due to the location, we can 310 00:19:03,295 --> 00:19:04,063 Meet 311 00:19:04,319 --> 00:19:05,343 Using only 2 312 00:19:06,623 --> 00:19:09,695 Draw a pixel chessboard of two colors 313 00:19:10,207 --> 00:19:11,487 Examples of red and blue 314 00:19:11,999 --> 00:19:14,303 Admit it, we will get them 315 00:19:14,559 --> 00:19:16,607 From afar it will look like violet The 316 00:19:16,863 --> 00:19:18,399 example is called 317 00:19:19,679 --> 00:19:21,471 Working dream on the same principle 318 00:19:22,495 --> 00:19:23,263 Hatching 319 00:19:23,519 --> 00:19:26,591 Used in pixart to smooth enough 320 00:19:26,847 --> 00:19:27,871 Zelenograd 321 00:19:28,127 --> 00:19:28,639 Which 322 00:19:28,895 --> 00:19:29,919 You can’t just 323 00:19:30,175 --> 00:19:30,687 put 324 00:19:31,199 --> 00:19:33,503 Stylistic decision arose 325 00:19:34,015 --> 00:19:36,831 Times of lack of technical capacity 326 00:19:37,087 --> 00:19:39,903 Not used specifically for static 327 00:19:40,671 --> 00:19:46,559 The fact that people were sitting at the table especially played into the hands of the diesel one The picture was not as clear 328 00:19:48,863 --> 00:19:51,679 as it is now Create noise and reduce read Therefore, social networks with color contrast and be sure Now, by the way, some folks Have begun to write shaders to clean up special teasing What should be understood that today the first option may be even less viable In general, at the moment when we clearly see everyone stacking 329 00:20:38,271 --> 00:20:42,111 Diesel looks more like a light addition 330 00:20:43,391 --> 00:20:44,927 They are As necessary 331 00:20:45,183 --> 00:20:49,535 And for individual arts not tied to games diesel you can use 332 00:20:49,791 --> 00:20:50,303 Freedom 333 00:20:52,607 --> 00:20:55,423 There is a very important point associated with the standard 334 00:20:55,679 --> 00:20:56,959 Checkered dithering 335 00:20:57,471 --> 00:21:00,031 This is its bad cost in the bath 336 00:21:01,055 --> 00:21:04,639 Show your dithering this is a pattern but simple 337 00:21:05,151 --> 00:21:07,711 And you can easily draw one 338 00:21:07,967 --> 00:21:08,991 Using map 339 00:21:09,503 --> 00:21:11,295 When changing the position It turns and other movements, you are 340 00:21:13,855 --> 00:21:18,976 unlikely to be able to adequately convey 341 00:21:19,488 --> 00:21:23,072 the necessary changes of diesel 342 00:21:40,224 --> 00:21:43,296 And the detailing adjustment for each of the actions is complete. Changing the volume and angle is a long monotonous 343 00:21:44,576 --> 00:21:50,720 and not giving 344 00:21:50,976 --> 00:21:52,512 any special warehouse 345 00:21:53,280 --> 00:21:55,840 . You see the same muscles. Nagiyev. Only some 346 00:21:56,352 --> 00:21:57,888 Artists 347 00:21:58,144 --> 00:22:03,520 really adjust the level of patterns . situations, if necessary Adjust the pattern to convey depth Artists do not even try to correct the pattern and get off by keeping its static position You can of course say what Siri is Feature but Dithering is a pattern And the behavior of the pattern 348 00:22:36,800 --> 00:22:39,360 Yes, and a semitone that reflects its subtleties 349 00:22:39,872 --> 00:22:40,640 Task 350 00:22:42,944 --> 00:22:43,712 In principle , 351 00:22:43,968 --> 00:22:46,784 Pressing supermassive HB 352 00:22:47,296 --> 00:22:49,600 The village really takes place 353 00:22:50,368 --> 00:22:52,672 Here, for example, a smooth transition 354 00:22:52,928 --> 00:22:54,208 Furniture is made at the expense of a 355 00:22:54,464 --> 00:22:57,280 Large layer of smooth diesel transitions 356 00:22:58,048 --> 00:22:59,584 The same with stones 357 00:23:00,352 --> 00:23:01,376 Transitions 358 00:23:02,400 --> 00:23:03,168 Color ezaby 359 00:23:04,192 --> 00:23:07,520 Even dust to the word 360 00:23:07,776 --> 00:23:09,056 Also done 361 00:23:09,312 --> 00:23:11,104 Using a diesel 362 00:23:12,384 --> 00:23:16,736 Game, studying this image is possible replace 363 00:23:16,992 --> 00:23:20,576 Some places the stages really change the diesel 364 00:23:21,344 --> 00:23:24,416 one Mostly on the stones in the foreground 365 00:23:26,464 --> 00:23:28,000 Painstaking work 366 00:23:28,512 --> 00:23:29,792 And most likely 367 00:23:30,304 --> 00:23:30,816 Today 368 00:23:31,072 --> 00:23:32,864 The corpse will remain 369 00:23:34,656 --> 00:23:37,216 The concept of leasing can be expanded 370 00:23:37,472 --> 00:23:38,496 Unlimited 371 00:23:38,752 --> 00:23:41,056 Similar sports 50 372 00:23:41,824 --> 00:23:42,848 There are more 373 00:23:43,104 --> 00:23:43,872 Other ico pattern 374 00:23:44,128 --> 00:23:45,664 pixel arrangements Which clusters can be superimposed on Not just as a guarantee Express Go in shape It can be That bath Example the same Gradient could not be Jinxed by any other decent forms Which Semi-pro clusters we are talking about we 'll talk next Opaka I think this is enough to get started We've covered all the basic techniques a beginner needs to get started with Pixel Art This is a pretty good start 27835

Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.