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These are the user uploaded subtitles that are being translated: 1 00:00:00,080 --> 00:00:03,200 i'm going to be teaching you everything you need to know to not only get started 2 00:00:03,200 --> 00:00:06,480 with pixel art but to really kick start your journey as an artist 3 00:00:11,040 --> 00:00:15,120 to get started with pixel art you'll need a computer tablet or mobile device to draw the 4 00:00:15,120 --> 00:00:20,160 pixel art you can use a mouse drawing tablet or your finger whichever you prefer there's a lot of 5 00:00:20,160 --> 00:00:25,680 software options to choose from pixel or specific ones and more general or based ones i use a sprite 6 00:00:25,680 --> 00:00:30,880 which is pixel art specific and i highly recommend it but there are plenty of great free options too 7 00:00:30,880 --> 00:00:36,320 use whatever is available to you most art software use the same tools and workflow so the skills 8 00:00:36,320 --> 00:00:40,880 are transferable anyway if you want to get up to speed quickly i have this a sprite tutorial series 9 00:00:41,680 --> 00:00:45,360 to help illustrate some of the things in this video i've created this little pixel art wizard 10 00:00:45,360 --> 00:00:48,480 the process for creating this character was quite simple start with the silhouette then 11 00:00:48,480 --> 00:00:53,520 define some features cleaning up the line work and adding color before refining even further shadow 12 00:00:53,520 --> 00:00:58,880 line color refine has a nice ring to it using a silhouette is my preferred approach because 13 00:00:58,880 --> 00:01:03,520 it allows me to focus on the simple shapes and readability and the silhouette can't change a lot 14 00:01:03,520 --> 00:01:08,000 throughout as well but the key shapes pretty much stay the same notice how these little areas add 15 00:01:08,000 --> 00:01:13,120 interest to what is essentially just a triangle this isn't the only approach to making picks a lot 16 00:01:13,120 --> 00:01:17,440 you can start off with construction lines this is especially helpful for mapping out the proportions 17 00:01:17,440 --> 00:01:21,280 of the character before adding any detail and it can save you a lot of headaches later on if 18 00:01:21,280 --> 00:01:25,040 you watch our good friend brandon you'll notice he likes to use this technique a lot thanks for 19 00:01:25,040 --> 00:01:30,640 the tip another process is to just go wild and lay down a really rough idea and clean it up as 20 00:01:30,640 --> 00:01:34,720 you go i actually really like this especially for backgrounds because you can nail the vibe 21 00:01:34,720 --> 00:01:39,760 early on and just relax as you clean it up though it can be a little bit chaotic especially if you 22 00:01:39,760 --> 00:01:43,040 don't know which direction you're going so you may feel like it's not coming together for a 23 00:01:43,040 --> 00:01:48,240 while but trust the process you can even design in 2d if you prefer and then shrink it down 24 00:01:48,960 --> 00:01:52,640 this gives a nice starting point but the character detail can change a lot depending 25 00:01:52,640 --> 00:01:57,040 on how far you shrink it and these aren't the only ways to make pixel law everyone's process 26 00:01:57,040 --> 00:02:01,280 is unique i'd recommend watching your favorite artists to see their process and try out a bunch 27 00:02:01,280 --> 00:02:05,280 of ways to learn what you find the most fun no matter which way you like to work you can always 28 00:02:05,280 --> 00:02:10,160 arrive at the same end point canvas size is a tricky one because it really depends on what 29 00:02:10,160 --> 00:02:14,400 you're trying to make the level of detail you need and the project you're working on a good 30 00:02:14,400 --> 00:02:18,800 exercise for beginners is to try making the same thing in multiple different sizes like i did here 31 00:02:18,800 --> 00:02:22,880 i probably could have went down at the 16 pixel size here because the silhouette translates well 32 00:02:22,880 --> 00:02:27,520 and the style is really simple so you don't lose a lot of detail but this character is part of an 33 00:02:27,520 --> 00:02:33,040 established project where size consistency will be key to make sure things don't look mismatched 34 00:02:34,000 --> 00:02:37,840 if you're a beginner i would recommend working small to try and get used to the importance of 35 00:02:37,840 --> 00:02:42,720 a single pixel a single pixel can change the way something looks entirely and this can easily be 36 00:02:42,720 --> 00:02:46,560 missed if you work in larger sizes i have a challenge called september which is designed 37 00:02:46,560 --> 00:02:50,720 to help you get used to the small size limits check out this video if you want to learn more 38 00:02:51,520 --> 00:02:56,000 after i've done a silhouette in the right size i try and put down some basic line work to map 39 00:02:56,000 --> 00:03:01,280 out the key areas here's some line work specific techniques one thing to be aware of is doubles 40 00:03:01,280 --> 00:03:05,680 this is where pixels meet and make a right angle doubles can make the line work thicker and appear 41 00:03:05,680 --> 00:03:10,400 darker or sharper in places for a single pixel outline removing this corner pixel can lead to 42 00:03:10,400 --> 00:03:15,440 cleaner and more consistent lines you can use doubles to add shadow and having only doubles 43 00:03:15,440 --> 00:03:22,240 in your outline can be a really bold style choice juggies are when pixels in lines or curves appear 44 00:03:22,240 --> 00:03:27,440 well jagged this can create unintentional sharpness which can be fixed by removing 45 00:03:27,440 --> 00:03:32,640 any out of place pixels or by giving more smooth progressions to lines or curves but jaggies can 46 00:03:32,640 --> 00:03:36,800 be useful too i actually use a jagged line intentionally here to show off the shape of 47 00:03:36,800 --> 00:03:41,840 the brow in the wizard's face remember this video is not about good or bad it's about the awareness 48 00:03:41,840 --> 00:03:45,840 and the intentional usage of these techniques to help you achieve the look that you're going for 49 00:03:46,880 --> 00:03:51,600 art fundamentals is a huge area so here are just some of the things i wish i knew when i 50 00:03:51,600 --> 00:03:57,120 was starting out let's take a look at a standard hsv color picker where you select your colors in 51 00:03:57,120 --> 00:04:01,680 most art software so you have your hues which are basically just your colors a red hue is currently 52 00:04:01,680 --> 00:04:06,080 selected you have your saturation which is the intensity of the color this is increasing from 53 00:04:06,080 --> 00:04:10,400 left to right from the neutral grays to the highest saturation and value is how light or 54 00:04:10,400 --> 00:04:14,960 dark something is this is the most important thing which i'll get onto shortly but value is 55 00:04:14,960 --> 00:04:19,680 generally increasing from bottom to top i say generally because there's one very important 56 00:04:19,680 --> 00:04:25,040 thing to understand each hue has its own perceived value if we look at the hues in black and white or 57 00:04:25,040 --> 00:04:29,280 grayscale you'll notice that the yellow has the lightest value while the blues and the purples 58 00:04:29,280 --> 00:04:33,520 have the darkest value so how does this apply to the colour picker well we have four examples here 59 00:04:33,520 --> 00:04:38,240 with different hues selected red yellow green and blue i've selected a colour in the same position 60 00:04:38,240 --> 00:04:42,720 of all of them in the top right hand corner even though they're in the same position if we convert 61 00:04:42,720 --> 00:04:47,120 this to black and white we can see that each of the values are very different this is important to 62 00:04:47,120 --> 00:04:52,240 keep in mind when selecting your colours value is the most important thing to consider because it's 63 00:04:52,240 --> 00:04:57,520 how you give your art a sense of 3d form and depth using light and shadow it really doesn't matter 64 00:04:57,520 --> 00:05:02,400 what colors you choose if your value selections and value range is incorrect just won't look right 65 00:05:02,400 --> 00:05:06,800 in art software you can quickly check the values of your piece by placing a layer filled with black 66 00:05:06,800 --> 00:05:11,600 on top and setting that layer mode to color it's actually not a totally accurate representation 67 00:05:11,600 --> 00:05:16,720 of the values but it's good enough for a quick reference too many saturated colors in a piece 68 00:05:16,720 --> 00:05:21,360 can make the colors clash be difficult to look at and burn your eyes and a lot of desaturated 69 00:05:21,360 --> 00:05:26,400 colours can look muted and washed out you can use saturated colours sparingly and intentionally 70 00:05:26,400 --> 00:05:31,920 to add areas of interest and focal points but remember value is the most important i wanted 71 00:05:31,920 --> 00:05:37,440 to show you this piece which uses really highly saturated colours but the value structure is still 72 00:05:37,440 --> 00:05:43,040 on point so it works there lots of different types of contrast in visual art value hue 73 00:05:43,040 --> 00:05:47,760 shape detail just to name a few high contrast between things means that there's a large 74 00:05:47,760 --> 00:05:51,280 difference and low contrast means that these things are more similar you can use high 75 00:05:51,280 --> 00:05:56,800 contrast areas to attract the viewer's eye and low contrast for areas of rest and repetition contrast 76 00:05:56,800 --> 00:06:02,160 is relative though if everything is low contrast you get unity and pattern-like visual behavior and 77 00:06:02,160 --> 00:06:06,800 for high contrast areas to stand out you need those low contrast areas to allow it to do so 78 00:06:06,800 --> 00:06:11,360 if i was to put in a bunch of texture and detail into the wizard's beard for example the face would 79 00:06:11,360 --> 00:06:16,480 stand out a lot less try and think how you can use contrast to emphasize important parts of your work 80 00:06:17,280 --> 00:06:21,440 understanding how light and shadow works can help you shade things properly and use value 81 00:06:21,440 --> 00:06:25,920 to show the 3d form if i shine a light at this ball we can see factors that make up a basic 82 00:06:25,920 --> 00:06:30,000 light model the ball blocks the light to create a cast shadow and darken the side of the ball 83 00:06:30,000 --> 00:06:34,080 the darkest part of the shadow is where the ball makes contact with the surface which is known as 84 00:06:34,080 --> 00:06:38,320 the occlusion shadow on the lit side we have our mid tones and highlight we have our terminator 85 00:06:38,320 --> 00:06:42,480 where the light transitions to shadow we also have bounce light which is the light reflecting 86 00:06:42,480 --> 00:06:47,200 from the surroundings and back onto the object increasing the value of the cold shadow it's not 87 00:06:47,200 --> 00:06:51,760 necessary to draw all of these factors in pixel art as this might be too complicated depending 88 00:06:51,760 --> 00:06:55,360 on the size you're working in but it's up to you and the style you're going for one thing to 89 00:06:55,360 --> 00:07:00,560 remember how shadow and light works really depends on the amount of light sources their strengths and 90 00:07:00,560 --> 00:07:05,280 the surrounding environment if you want to deep dive into these topics i would highly recommend 91 00:07:05,280 --> 00:07:10,720 james gurney's color and light one thing i see quite often is if you don't consider the form 92 00:07:10,720 --> 00:07:15,040 and just shade around the outsides of the object you get this effect known as pillow shading which 93 00:07:15,040 --> 00:07:20,480 doesn't aid in describing the form of the object making it look flat materials reflect light in 94 00:07:20,480 --> 00:07:24,720 different ways too notice how the matte yellow ball doesn't have a strong highlight as the light 95 00:07:24,720 --> 00:07:29,520 is diffused across the surface but the glossy 8-ball and metal object have stronger highlights 96 00:07:29,520 --> 00:07:35,600 and reflect surfaces and objects if you want to portray a particular material like wood or gold 97 00:07:35,600 --> 00:07:40,560 consider how that material reflects light and use a value structure and range that helps show that 98 00:07:41,280 --> 00:07:45,440 you may hear or see colors being described as warm and cool if we look at these two colours 99 00:07:45,440 --> 00:07:49,840 the central colour appears cool compared to the red and in this example the colour appears warm 100 00:07:49,840 --> 00:07:53,520 compared to the blue it's actually the same neutral gray that appears differently because 101 00:07:53,520 --> 00:07:57,680 of the surrounding colours if we look at the red and blue together in this example the blue is the 102 00:07:57,680 --> 00:08:02,320 cooler color and the red is the warmer color but if we take that same red and put it against this 103 00:08:02,320 --> 00:08:07,440 new red our original red on the left is now the cooler color the thing to take away here is that 104 00:08:07,440 --> 00:08:12,400 colors are relative and will appear differently depending on the colors surrounding it the colour 105 00:08:12,400 --> 00:08:17,440 of an object is massively influenced by the light sources and surrounding objects and environment 106 00:08:17,440 --> 00:08:21,920 notice how the yellow balls colour changes as i change the colour of the light source and it also 107 00:08:21,920 --> 00:08:26,880 takes on the red of my sketchbook because of the reflected bounce light hue shifting is a technique 108 00:08:26,880 --> 00:08:31,280 i've seen a lot and i think it is a simplification of this it's also to try and make your colors more 109 00:08:31,280 --> 00:08:35,440 interesting so when you add shadow for example instead of just shifting the value of the color 110 00:08:35,440 --> 00:08:39,520 to make it darker you can shift the hue as well towards a different color like i did here when i 111 00:08:39,520 --> 00:08:43,200 shifted the shadows towards purple and the lights towards yellow notice the difference between 112 00:08:43,200 --> 00:08:48,240 a pure value change and the value and hue change let me know which style you prefer in the comments 113 00:08:49,120 --> 00:08:54,240 another kind of common beginner thing i see is the random use of lots of different colours this 114 00:08:54,240 --> 00:08:58,800 can make an image look unintentionally noisy and you can lose control of your colour palette and 115 00:08:58,800 --> 00:09:02,720 value structure it can help to limit your colour range to try and get more cohesion in your work 116 00:09:03,520 --> 00:09:07,840 if you struggle with colour selections and want to make your life a little bit easier you can use 117 00:09:07,840 --> 00:09:12,640 predefined color palettes they're also great for getting a specific look like the game boy palette 118 00:09:12,640 --> 00:09:16,880 there are lots of pre-made palettes on low spec or you can just pick colors from your favorite movies 119 00:09:16,880 --> 00:09:21,120 or or whatever and make your own but a palette doesn't do all the hard work for you you'll 120 00:09:21,120 --> 00:09:25,840 still have to consider the hue saturation value contrast and style you're going for when you're 121 00:09:25,840 --> 00:09:30,960 creating art dithering is a technique where you create patterns to blend or give the illusion that 122 00:09:30,960 --> 00:09:34,880 there are more colors than there actually are if we have a limited palette of only black and white 123 00:09:34,880 --> 00:09:39,040 we can create this checkerboard pattern to create the midtone if we look from far away or blur it 124 00:09:39,040 --> 00:09:43,680 notice how it appears great with varying pattern complexities we can create a whole value scale 125 00:09:43,680 --> 00:09:47,280 from black to white you can be really creative with dithering and the patterns that you use 126 00:09:47,280 --> 00:09:51,520 can have different effects this one looks more noisy and gritty for example you can even use 127 00:09:51,520 --> 00:09:56,240 dithering to create new colours by mixing colours in patterns which is especially useful if you're 128 00:09:56,240 --> 00:10:01,200 working from a limited palette dithering can look noisy and add unintentional texture especially in 129 00:10:01,200 --> 00:10:05,120 smaller sprites so be careful with your usage i really like this little portrait i think it 130 00:10:05,120 --> 00:10:10,720 uses dithering really well even in the smaller spaces anti-aliasing or a a is a technique used 131 00:10:10,720 --> 00:10:14,800 to soften pixel lock to achieve this we choose a color with a value which is between the two 132 00:10:14,800 --> 00:10:19,920 immediate colors here we see a circle with no anti-aliasing so it looks sharp the second has 133 00:10:19,920 --> 00:10:25,760 some anti-aliasing which successfully softens the shape but the third one has too much which softens 134 00:10:25,760 --> 00:10:30,480 the circle but also alters the shape by adding these corners you gotta be selective and make 135 00:10:30,480 --> 00:10:35,120 sure it doesn't change the shape in this example we have internal and external anti-aliasing but 136 00:10:35,120 --> 00:10:39,840 note that if the background changes the effect of the external anti-aliasing stops working because 137 00:10:39,840 --> 00:10:44,080 of the value change as i've mentioned a lot the value is the most important so you can be creative 138 00:10:44,080 --> 00:10:48,000 with the hue if you like it can even be used to alter the appearance of your linework making it 139 00:10:48,000 --> 00:10:52,800 appear thinner in some parts looking at the wizard here's an example with too much anti-aliasing it's 140 00:10:52,800 --> 00:10:57,120 really not required at all but if i was going to use any as a style choice i might use it to soften 141 00:10:57,120 --> 00:11:00,640 the beard this is quite an advanced technique i think and you have to be careful with your 142 00:11:00,640 --> 00:11:05,280 application but as some inspiration this is one of my favorite examples of using anti-aliasing 143 00:11:05,280 --> 00:11:10,960 really well using shading or anti-aliasing techniques for the entire length of an outline can 144 00:11:10,960 --> 00:11:16,240 lead to an effect known as banding this can make your image look immediately flat or noisy instead 145 00:11:16,240 --> 00:11:20,160 of helping to build the form you can kind of see this with pillow shading which i described earlier 146 00:11:20,880 --> 00:11:24,960 now a bunch of different outline styles here's a few that i can think of off the top of my head a 147 00:11:24,960 --> 00:11:30,320 single black outline looks graphic or cartoony and it's great for animation a double outline looks 148 00:11:30,320 --> 00:11:34,320 really thick as we saw earlier when we looked at doubles you can use a normal outline with a 149 00:11:34,320 --> 00:11:38,400 different color this can reduce the contrast and sharpness of the outline there's a colored outline 150 00:11:38,400 --> 00:11:42,800 which represents the area that it's outlining we have a light source outline which represents the 151 00:11:42,800 --> 00:11:47,680 area it's outlining and the direction of a light source we have selective outline or sellout where 152 00:11:47,680 --> 00:11:51,920 anti-aliasing is used in the linework to help describe the form we have broken outlines which 153 00:11:51,920 --> 00:11:56,400 is a form of selective outlining where parts of the outline are left out completely again 154 00:11:56,400 --> 00:12:00,560 to help describe the form you can even use no outlines if you want for the wizard i've used 155 00:12:00,560 --> 00:12:04,880 a single pixel black outline because it fits into the style that i'm going for i've also broken the 156 00:12:04,880 --> 00:12:09,680 outline a little in the hat to make that shape read more clearly doing pixel art with clusters 157 00:12:09,680 --> 00:12:14,880 in mind is the technique of pairing up pixels or multiple pixels to form chunks to describe areas 158 00:12:14,880 --> 00:12:20,160 generally avoiding single pixels a single pixel or orphan pixel can introduce noise or look out of 159 00:12:20,160 --> 00:12:25,200 place amongst clusters but they can't be used to add details highlights especially in small pixel 160 00:12:25,200 --> 00:12:29,840 lot and even introduce a noisy or gritty effect if that's what you're going for the wizard's eyes are 161 00:12:29,840 --> 00:12:34,080 single pixels which is necessary because of the size of the sprite and also just because i like 162 00:12:34,080 --> 00:12:38,320 the way it looks i thought this piece was really interesting because it basically only uses single 163 00:12:38,320 --> 00:12:42,800 pixels while it may look noisy and gritty it works really well for the style of the piece 164 00:12:43,440 --> 00:12:47,520 one thing to note when taking reference from retro game pixel art is the fact that some of 165 00:12:47,520 --> 00:12:52,960 these games were being displayed on crt monitors which put simply blurs pixels if we look at the 166 00:12:52,960 --> 00:12:58,000 raw pixels of rystar an old sega game we see the pixels very clearly might even be able to spot 167 00:12:58,000 --> 00:13:02,480 some banding and jaggies but none of that matters if we actually look at how it was displayed on 168 00:13:02,480 --> 00:13:08,240 the clt screens in a 2017 interview the creators of sonic and tails mentioned that once they were 169 00:13:08,240 --> 00:13:12,640 aware of this they started designing everything to make use of the blurriness even using it to 170 00:13:12,640 --> 00:13:17,760 create intermediate colors while i can't say for sure that all retro pixel art games were 171 00:13:17,760 --> 00:13:22,240 designed intentionally for the crt blurriness it's something to keep in mind when looking for 172 00:13:22,240 --> 00:13:27,920 reference or inspiration because today we mainly see the raw clean pixels without any filtering 173 00:13:28,800 --> 00:13:33,280 using your knowledge of art fundamentals and pixelart techniques as well as your own 174 00:13:33,280 --> 00:13:37,440 personal tastes there are an endless amount of styles you can come up with you might like the 175 00:13:37,440 --> 00:13:42,480 way one thing looks while someone else doesn't there is no right or wrong style but remember 176 00:13:42,480 --> 00:13:46,880 making informed and consistent style choices can be helpful to ensure everything you're 177 00:13:46,880 --> 00:13:52,480 making looks intentional and fits into the world you're building there is a lot of information 178 00:13:52,480 --> 00:13:57,200 in this video that i've been practicing for years and i am still learning so please don't 179 00:13:57,200 --> 00:14:01,840 be discouraged if it seems like a lot the most important part is that you're having 180 00:14:01,840 --> 00:14:06,960 fun and enjoying the journey because art is a lifelong process make sure you subscribe for 181 00:14:06,960 --> 00:14:10,080 more art videos and if you're interested in supporting the channel further check out the 182 00:14:10,080 --> 00:14:14,160 patreon and join the community on the discord i'd really appreciate it thanks for watching23610

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