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i'm going to be teaching you everything
you need to know to not only get started
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with pixel art but to really kick
start your journey as an artist
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to get started with pixel art you'll need a
computer tablet or mobile device to draw the
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pixel art you can use a mouse drawing tablet or
your finger whichever you prefer there's a lot of
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software options to choose from pixel or specific
ones and more general or based ones i use a sprite
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which is pixel art specific and i highly recommend
it but there are plenty of great free options too
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use whatever is available to you most art software
use the same tools and workflow so the skills
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are transferable anyway if you want to get up to
speed quickly i have this a sprite tutorial series
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to help illustrate some of the things in this
video i've created this little pixel art wizard
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the process for creating this character was
quite simple start with the silhouette then
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define some features cleaning up the line work and
adding color before refining even further shadow
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line color refine has a nice ring to it using
a silhouette is my preferred approach because
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it allows me to focus on the simple shapes and
readability and the silhouette can't change a lot
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throughout as well but the key shapes pretty much
stay the same notice how these little areas add
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interest to what is essentially just a triangle
this isn't the only approach to making picks a lot
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you can start off with construction lines this is
especially helpful for mapping out the proportions
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of the character before adding any detail and
it can save you a lot of headaches later on if
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you watch our good friend brandon you'll notice
he likes to use this technique a lot thanks for
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the tip another process is to just go wild and
lay down a really rough idea and clean it up as
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you go i actually really like this especially
for backgrounds because you can nail the vibe
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early on and just relax as you clean it up though
it can be a little bit chaotic especially if you
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don't know which direction you're going so you
may feel like it's not coming together for a
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while but trust the process you can even design
in 2d if you prefer and then shrink it down
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this gives a nice starting point but the
character detail can change a lot depending
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on how far you shrink it and these aren't the
only ways to make pixel law everyone's process
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is unique i'd recommend watching your favorite
artists to see their process and try out a bunch
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of ways to learn what you find the most fun no
matter which way you like to work you can always
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arrive at the same end point canvas size is a
tricky one because it really depends on what
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you're trying to make the level of detail you
need and the project you're working on a good
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exercise for beginners is to try making the same
thing in multiple different sizes like i did here
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i probably could have went down at the 16 pixel
size here because the silhouette translates well
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and the style is really simple so you don't lose
a lot of detail but this character is part of an
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established project where size consistency will
be key to make sure things don't look mismatched
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if you're a beginner i would recommend working
small to try and get used to the importance of
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a single pixel a single pixel can change the way
something looks entirely and this can easily be
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missed if you work in larger sizes i have a
challenge called september which is designed
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to help you get used to the small size limits
check out this video if you want to learn more
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after i've done a silhouette in the right size
i try and put down some basic line work to map
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out the key areas here's some line work specific
techniques one thing to be aware of is doubles
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this is where pixels meet and make a right angle
doubles can make the line work thicker and appear
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darker or sharper in places for a single pixel
outline removing this corner pixel can lead to
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cleaner and more consistent lines you can use
doubles to add shadow and having only doubles
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in your outline can be a really bold style choice
juggies are when pixels in lines or curves appear
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well jagged this can create unintentional
sharpness which can be fixed by removing
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any out of place pixels or by giving more smooth
progressions to lines or curves but jaggies can
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be useful too i actually use a jagged line
intentionally here to show off the shape of
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the brow in the wizard's face remember this video
is not about good or bad it's about the awareness
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and the intentional usage of these techniques to
help you achieve the look that you're going for
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art fundamentals is a huge area so here are
just some of the things i wish i knew when i
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was starting out let's take a look at a standard
hsv color picker where you select your colors in
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most art software so you have your hues which are
basically just your colors a red hue is currently
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selected you have your saturation which is the
intensity of the color this is increasing from
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left to right from the neutral grays to the
highest saturation and value is how light or
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dark something is this is the most important
thing which i'll get onto shortly but value is
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generally increasing from bottom to top i say
generally because there's one very important
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thing to understand each hue has its own perceived
value if we look at the hues in black and white or
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grayscale you'll notice that the yellow has the
lightest value while the blues and the purples
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have the darkest value so how does this apply to
the colour picker well we have four examples here
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with different hues selected red yellow green and
blue i've selected a colour in the same position
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of all of them in the top right hand corner even
though they're in the same position if we convert
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this to black and white we can see that each of
the values are very different this is important to
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keep in mind when selecting your colours value is
the most important thing to consider because it's
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how you give your art a sense of 3d form and depth
using light and shadow it really doesn't matter
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what colors you choose if your value selections
and value range is incorrect just won't look right
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in art software you can quickly check the values
of your piece by placing a layer filled with black
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on top and setting that layer mode to color it's
actually not a totally accurate representation
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of the values but it's good enough for a quick
reference too many saturated colors in a piece
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can make the colors clash be difficult to look
at and burn your eyes and a lot of desaturated
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colours can look muted and washed out you can
use saturated colours sparingly and intentionally
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to add areas of interest and focal points but
remember value is the most important i wanted
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to show you this piece which uses really highly
saturated colours but the value structure is still
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on point so it works there lots of different
types of contrast in visual art value hue
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shape detail just to name a few high contrast
between things means that there's a large
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difference and low contrast means that these
things are more similar you can use high
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contrast areas to attract the viewer's eye and low
contrast for areas of rest and repetition contrast
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is relative though if everything is low contrast
you get unity and pattern-like visual behavior and
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for high contrast areas to stand out you need
those low contrast areas to allow it to do so
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if i was to put in a bunch of texture and detail
into the wizard's beard for example the face would
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stand out a lot less try and think how you can use
contrast to emphasize important parts of your work
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understanding how light and shadow works can
help you shade things properly and use value
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to show the 3d form if i shine a light at this
ball we can see factors that make up a basic
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light model the ball blocks the light to create
a cast shadow and darken the side of the ball
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the darkest part of the shadow is where the ball
makes contact with the surface which is known as
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the occlusion shadow on the lit side we have our
mid tones and highlight we have our terminator
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where the light transitions to shadow we also
have bounce light which is the light reflecting
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from the surroundings and back onto the object
increasing the value of the cold shadow it's not
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necessary to draw all of these factors in pixel
art as this might be too complicated depending
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on the size you're working in but it's up to
you and the style you're going for one thing to
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remember how shadow and light works really depends
on the amount of light sources their strengths and
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the surrounding environment if you want to deep
dive into these topics i would highly recommend
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james gurney's color and light one thing i see
quite often is if you don't consider the form
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and just shade around the outsides of the object
you get this effect known as pillow shading which
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doesn't aid in describing the form of the object
making it look flat materials reflect light in
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different ways too notice how the matte yellow
ball doesn't have a strong highlight as the light
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is diffused across the surface but the glossy
8-ball and metal object have stronger highlights
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and reflect surfaces and objects if you want to
portray a particular material like wood or gold
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consider how that material reflects light and use
a value structure and range that helps show that
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you may hear or see colors being described as
warm and cool if we look at these two colours
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the central colour appears cool compared to the
red and in this example the colour appears warm
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compared to the blue it's actually the same
neutral gray that appears differently because
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of the surrounding colours if we look at the red
and blue together in this example the blue is the
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cooler color and the red is the warmer color but
if we take that same red and put it against this
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new red our original red on the left is now the
cooler color the thing to take away here is that
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colors are relative and will appear differently
depending on the colors surrounding it the colour
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of an object is massively influenced by the light
sources and surrounding objects and environment
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notice how the yellow balls colour changes as i
change the colour of the light source and it also
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takes on the red of my sketchbook because of the
reflected bounce light hue shifting is a technique
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i've seen a lot and i think it is a simplification
of this it's also to try and make your colors more
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interesting so when you add shadow for example
instead of just shifting the value of the color
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to make it darker you can shift the hue as well
towards a different color like i did here when i
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shifted the shadows towards purple and the lights
towards yellow notice the difference between
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a pure value change and the value and hue change
let me know which style you prefer in the comments
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another kind of common beginner thing i see is
the random use of lots of different colours this
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can make an image look unintentionally noisy and
you can lose control of your colour palette and
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value structure it can help to limit your colour
range to try and get more cohesion in your work
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if you struggle with colour selections and want
to make your life a little bit easier you can use
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predefined color palettes they're also great for
getting a specific look like the game boy palette
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there are lots of pre-made palettes on low spec or
you can just pick colors from your favorite movies
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or or whatever and make your own but a palette
doesn't do all the hard work for you you'll
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still have to consider the hue saturation value
contrast and style you're going for when you're
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creating art dithering is a technique where you
create patterns to blend or give the illusion that
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there are more colors than there actually are if
we have a limited palette of only black and white
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we can create this checkerboard pattern to create
the midtone if we look from far away or blur it
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notice how it appears great with varying pattern
complexities we can create a whole value scale
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from black to white you can be really creative
with dithering and the patterns that you use
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can have different effects this one looks more
noisy and gritty for example you can even use
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dithering to create new colours by mixing colours
in patterns which is especially useful if you're
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working from a limited palette dithering can look
noisy and add unintentional texture especially in
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smaller sprites so be careful with your usage
i really like this little portrait i think it
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uses dithering really well even in the smaller
spaces anti-aliasing or a a is a technique used
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to soften pixel lock to achieve this we choose
a color with a value which is between the two
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immediate colors here we see a circle with no
anti-aliasing so it looks sharp the second has
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some anti-aliasing which successfully softens the
shape but the third one has too much which softens
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the circle but also alters the shape by adding
these corners you gotta be selective and make
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sure it doesn't change the shape in this example
we have internal and external anti-aliasing but
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note that if the background changes the effect of
the external anti-aliasing stops working because
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of the value change as i've mentioned a lot the
value is the most important so you can be creative
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with the hue if you like it can even be used to
alter the appearance of your linework making it
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appear thinner in some parts looking at the wizard
here's an example with too much anti-aliasing it's
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really not required at all but if i was going to
use any as a style choice i might use it to soften
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the beard this is quite an advanced technique
i think and you have to be careful with your
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application but as some inspiration this is one
of my favorite examples of using anti-aliasing
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really well using shading or anti-aliasing
techniques for the entire length of an outline can
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lead to an effect known as banding this can make
your image look immediately flat or noisy instead
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of helping to build the form you can kind of see
this with pillow shading which i described earlier
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now a bunch of different outline styles here's a
few that i can think of off the top of my head a
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single black outline looks graphic or cartoony and
it's great for animation a double outline looks
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really thick as we saw earlier when we looked
at doubles you can use a normal outline with a
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different color this can reduce the contrast and
sharpness of the outline there's a colored outline
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which represents the area that it's outlining we
have a light source outline which represents the
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area it's outlining and the direction of a light
source we have selective outline or sellout where
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anti-aliasing is used in the linework to help
describe the form we have broken outlines which
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is a form of selective outlining where parts
of the outline are left out completely again
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to help describe the form you can even use no
outlines if you want for the wizard i've used
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a single pixel black outline because it fits into
the style that i'm going for i've also broken the
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outline a little in the hat to make that shape
read more clearly doing pixel art with clusters
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in mind is the technique of pairing up pixels or
multiple pixels to form chunks to describe areas
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generally avoiding single pixels a single pixel
or orphan pixel can introduce noise or look out of
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place amongst clusters but they can't be used to
add details highlights especially in small pixel
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lot and even introduce a noisy or gritty effect if
that's what you're going for the wizard's eyes are
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single pixels which is necessary because of the
size of the sprite and also just because i like
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the way it looks i thought this piece was really
interesting because it basically only uses single
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pixels while it may look noisy and gritty it
works really well for the style of the piece
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one thing to note when taking reference from
retro game pixel art is the fact that some of
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these games were being displayed on crt monitors
which put simply blurs pixels if we look at the
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raw pixels of rystar an old sega game we see the
pixels very clearly might even be able to spot
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some banding and jaggies but none of that matters
if we actually look at how it was displayed on
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the clt screens in a 2017 interview the creators
of sonic and tails mentioned that once they were
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aware of this they started designing everything
to make use of the blurriness even using it to
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create intermediate colors while i can't say
for sure that all retro pixel art games were
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designed intentionally for the crt blurriness
it's something to keep in mind when looking for
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reference or inspiration because today we mainly
see the raw clean pixels without any filtering
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using your knowledge of art fundamentals
and pixelart techniques as well as your own
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personal tastes there are an endless amount of
styles you can come up with you might like the
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way one thing looks while someone else doesn't
there is no right or wrong style but remember
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making informed and consistent style choices
can be helpful to ensure everything you're
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making looks intentional and fits into the world
you're building there is a lot of information
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in this video that i've been practicing for
years and i am still learning so please don't
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be discouraged if it seems like a lot the
most important part is that you're having
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fun and enjoying the journey because art is a
lifelong process make sure you subscribe for
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more art videos and if you're interested in
supporting the channel further check out the
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patreon and join the community on the discord
i'd really appreciate it thanks for watching23610
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