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These are the user uploaded subtitles that are being translated: 1 00:00:15,490 --> 00:00:18,589 Hey, what's up guys Nelson here, and today 2 00:00:18,592 --> 00:00:20,209 we're going to be talking about the pixel 3 00:00:20,212 --> 00:00:23,099 art fundamentals. 4 00:00:23,102 --> 00:00:24,499 There's a couple of key factors 5 00:00:24,502 --> 00:00:26,369 and techniques that can help define 6 00:00:26,372 --> 00:00:28,189 what your pixel art is 7 00:00:28,192 --> 00:00:28,709 and I'm 8 00:00:28,712 --> 00:00:31,439 going to try my best to explain how to get pixel art 9 00:00:31,442 --> 00:00:34,559 as clear as possible. 10 00:00:34,562 --> 00:00:35,199 All right. 11 00:00:35,202 --> 00:00:39,839 Let's get started with the first one, readability. 12 00:00:39,842 --> 00:00:42,669 So readability is essential to anything 13 00:00:42,672 --> 00:00:46,579 you're making and even more so important in pixel art, 14 00:00:46,582 --> 00:00:49,759 since you have a limited amount of pixels to work with 15 00:00:49,762 --> 00:00:52,539 and every pixel really matters. 16 00:00:52,542 --> 00:00:55,119 So in this example here 17 00:00:55,122 --> 00:00:57,599 I drew three tasty burgers. 18 00:00:57,602 --> 00:01:00,030 And each one is a little bit different. 19 00:01:00,123 --> 00:01:02,298 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 20 00:01:02,299 --> 00:01:01,269 I want to ask you guys 21 00:01:01,272 --> 00:01:04,369 which Burger out of the three looks the best you 22 00:01:04,372 --> 00:01:06,749 which one reads as a burger. 23 00:01:06,752 --> 00:01:08,589 They all certainly look like burgers, 24 00:01:08,592 --> 00:01:09,459 but some of them 25 00:01:09,462 --> 00:01:12,349 just feel like really off, the first Burger 26 00:01:12,352 --> 00:01:15,829 the bun looks super compressed and the cheese 27 00:01:15,832 --> 00:01:16,669 what's going on with 28 00:01:16,672 --> 00:01:20,159 that, this overall looks like a really flat Burger 29 00:01:20,162 --> 00:01:21,589 as for the second Burger. 30 00:01:21,592 --> 00:01:25,629 This one looks like the Patty is like really small. 31 00:01:25,632 --> 00:01:29,309 And there's a lot more bun than Patty ratio. 32 00:01:29,312 --> 00:01:32,909 As for the third burger, here's a nice balance going on 33 00:01:32,912 --> 00:01:35,869 with all the elements, the pattys nice and thick 34 00:01:35,872 --> 00:01:38,259 the cheese comes out 35 00:01:38,262 --> 00:01:39,589 a bun is nice and round. 36 00:01:39,592 --> 00:01:43,689 It. Looks like really appealing. So in this example, 37 00:01:43,692 --> 00:01:45,769 I just wanted to show you guys 38 00:01:45,772 --> 00:01:49,009 just the difference of what a couple pixels can make 39 00:01:49,012 --> 00:01:50,219 and it changes 40 00:01:50,222 --> 00:01:54,429 our perception of what we're trying to convey. 41 00:01:54,432 --> 00:01:56,149 I chose a burger for this example 42 00:01:56,152 --> 00:01:59,449 because I think it'll be easier to grasp. 43 00:01:59,452 --> 00:02:00,729 But this principle will 44 00:02:00,732 --> 00:02:04,709 apply to anything that you're drawing in the future. 45 00:02:04,712 --> 00:02:06,439 I always like to ask myself 46 00:02:06,442 --> 00:02:07,739 does this look like the object. 47 00:02:07,742 --> 00:02:08,919 I'm trying to draw? 48 00:02:08,922 --> 00:02:13,429 and sometimes it's just a difference of 1-2 to pixels. 49 00:02:13,432 --> 00:02:16,529 The key is to reduce the noise as much as possible 50 00:02:16,532 --> 00:02:18,979 the better 51 00:02:18,982 --> 00:02:23,679 remember and pixel art less is more. 52 00:02:23,682 --> 00:02:26,799 I like to keep the pixels as clustered as possible. 53 00:02:26,802 --> 00:02:30,669 I kind of imagined it the same as painting. 54 00:02:30,672 --> 00:02:32,919 You noticed that every kind of color that I use. 55 00:02:32,922 --> 00:02:35,029 I always keep it together with each other 56 00:02:35,032 --> 00:02:38,079 except for the outlines. 57 00:02:38,082 --> 00:02:41,059 Everything else is stuck together properly 58 00:02:41,062 --> 00:02:43,779 and it looks a lot more reasonable than what I had 59 00:02:43,782 --> 00:02:46,569 in the first two burgers. 60 00:02:46,572 --> 00:02:48,759 Which brings me to my next Point 61 00:02:48,762 --> 00:02:53,549 orphan pixels. Orphan pixels are stray 62 00:02:53,552 --> 00:02:55,639 styles that are in your pixel art, 63 00:02:55,642 --> 00:02:59,619 and they're usually one to two pixels big. 64 00:02:59,622 --> 00:03:00,969 And they just contribute 65 00:03:00,972 --> 00:03:04,679 to the overall noise of the pixel art. 66 00:03:04,682 --> 00:03:06,329 So the only purpose that I found is 67 00:03:06,332 --> 00:03:09,559 its useful for is that it serves as a nice highlight 68 00:03:09,562 --> 00:03:11,309 to end off your drawing 69 00:03:11,312 --> 00:03:17,679 and just give us sort of like an nice pop to it. 70 00:03:17,682 --> 00:03:21,699 Alright that brings me to my next Point dithering. 71 00:03:21,702 --> 00:03:22,759 The dithering technique 72 00:03:22,762 --> 00:03:27,819 is using a pattern of pixels to blend two colors together. 73 00:03:27,822 --> 00:03:30,729 It's more commonly used in retro pixel art games 74 00:03:30,732 --> 00:03:33,359 because they had such a limited color palette. 75 00:03:33,362 --> 00:03:34,569 So they really had to make do 76 00:03:34,572 --> 00:03:36,439 with mixing two colors together 77 00:03:36,442 --> 00:03:38,559 to get the one that they wanted. 78 00:03:38,562 --> 00:03:40,509 It also creates a really cool pattern 79 00:03:40,512 --> 00:03:43,169 and adds texture to your work. 80 00:03:43,172 --> 00:03:44,239 But to be honest, 81 00:03:44,242 --> 00:03:46,449 I often don't use dither that much 82 00:03:46,452 --> 00:03:49,849 and it creates a lot of noise and the readability will 83 00:03:49,852 --> 00:03:51,989 get kind of lost if you use too much. 84 00:03:51,992 --> 00:03:55,619 So I only like to use it really sparingly, 85 00:03:55,622 --> 00:03:56,959 but I still want to teach you guys 86 00:03:56,962 --> 00:03:58,469 how to make a dithering brush 87 00:03:58,472 --> 00:04:02,019 so you guys can use it anytime you want. 88 00:04:02,022 --> 00:04:05,179 So we're going to click on file, new 89 00:04:05,182 --> 00:04:08,509 and we're going to make a new canvas again. 90 00:04:08,512 --> 00:04:09,129 Let's make our 91 00:04:09,132 --> 00:04:15,909 canvas like 10 x 10 pixels wide, and have the resolution as 72 92 00:04:15,912 --> 00:04:17,539 and afterwards just click create 93 00:04:17,542 --> 00:04:21,179 So now your canvas is only 10x10 pixels wide, 94 00:04:21,182 --> 00:04:24,579 so you're going to want to zoom in all the way. 95 00:04:24,582 --> 00:04:25,529 So basically 96 00:04:25,532 --> 00:04:30,239 the size of your canvas will be the size of your brush. 97 00:04:30,242 --> 00:04:33,199 I'm going to go to brush settings to modify my brush. 98 00:04:33,202 --> 00:04:36,219 I already have mine has a little window by itself, 99 00:04:36,222 --> 00:04:40,619 but you can go to window at the top of your toolbar 100 00:04:40,622 --> 00:04:44,739 and click, window and brush settings 101 00:04:44,742 --> 00:04:45,919 Now this is where we do 102 00:04:45,922 --> 00:04:47,789 all our modifications to the brush 103 00:04:47,792 --> 00:04:50,729 to get the desired dither effect. 104 00:04:50,732 --> 00:04:51,719 So right now 105 00:04:51,722 --> 00:04:54,119 it's under the brush tip shape tab 106 00:04:54,122 --> 00:04:55,919 and the only thing we're going to change 107 00:04:55,922 --> 00:04:57,749 is the spacing, right now 108 00:04:57,752 --> 00:04:59,319 It's around like 25. 109 00:04:59,322 --> 00:05:01,779 but we're going to want to up it till 110 00:05:01,782 --> 00:05:03,489 we see some sort of dither. 111 00:05:03,492 --> 00:05:07,479 So let's increase the spacing to around 182 112 00:05:07,482 --> 00:05:10,439 and you'll start to see the brush kind of change 113 00:05:10,442 --> 00:05:13,309 that is like a little spacing in between each pixel 114 00:05:13,312 --> 00:05:15,779 and that means that there is a 1 pixel spacing 115 00:05:15,782 --> 00:05:16,609 in between 116 00:05:16,612 --> 00:05:18,659 you can keep increasing the spacing 117 00:05:18,662 --> 00:05:21,269 and it'll increase it incrementally 118 00:05:21,272 --> 00:05:27,189 buy one pixel so you can get 2,3,4,5 spacing and so on. 119 00:05:27,192 --> 00:05:29,199 I personally just use one spacing. 120 00:05:29,202 --> 00:05:32,609 So every other thing is a pixel. 121 00:05:32,612 --> 00:05:34,129 So today we're going to make a brush 122 00:05:34,132 --> 00:05:36,029 with the one pixel spacing 123 00:05:36,032 --> 00:05:39,349 So let's first start off by making a new layer 124 00:05:39,352 --> 00:05:41,849 and that's where we'll be putting our brush 125 00:05:41,852 --> 00:05:43,509 so you can hold down shift 126 00:05:43,512 --> 00:05:46,419 and you can bake perfectly straight lines horizontally 127 00:05:46,422 --> 00:05:47,209 or vertically 128 00:05:47,212 --> 00:05:48,539 and that way 129 00:05:48,542 --> 00:05:51,869 I don't have to free hand drawing this. 130 00:05:51,872 --> 00:05:53,899 And that's also true for regular drying 131 00:05:53,902 --> 00:05:56,589 holding shift down and making straight lines 132 00:05:56,592 --> 00:05:59,949 it helps save a lot of time. 133 00:05:59,952 --> 00:06:02,809 So after we finish making our pattern 134 00:06:02,812 --> 00:06:06,779 we can hide the background layer by clicking the eye button, 135 00:06:06,782 --> 00:06:10,009 and now your background layer is hidden. 136 00:06:10,012 --> 00:06:11,939 So now the background is transparent 137 00:06:11,942 --> 00:06:13,539 and when we go to make our brush, 138 00:06:13,542 --> 00:06:15,689 it will only pick up the black pixels 139 00:06:15,692 --> 00:06:18,749 that we put on. All right. 140 00:06:18,752 --> 00:06:24,489 Let's go to edit and click Define brush preset. 141 00:06:24,492 --> 00:06:26,719 Let's call it dither test 1 142 00:06:26,722 --> 00:06:33,569 for now. Press enter and now you have your dither brush. 143 00:06:33,572 --> 00:06:34,469 and keep in mind 144 00:06:34,472 --> 00:06:36,849 that this brush only works with the pencil tool 145 00:06:36,852 --> 00:06:38,489 if you switch back to the brush tool 146 00:06:38,492 --> 00:06:42,159 it'll be super blurry and airbrushed again. 147 00:06:42,162 --> 00:06:46,179 So let's give this brush a try shall we? 148 00:06:46,182 --> 00:06:47,409 So right off the bat 149 00:06:47,412 --> 00:06:48,869 you can stamp it 150 00:06:48,872 --> 00:06:51,999 but once you hold and drag like a brush 151 00:06:52,002 --> 00:06:53,969 then all the pattern will be lost. 152 00:06:53,972 --> 00:06:57,019 It's all just pitch black. 153 00:06:57,022 --> 00:06:58,379 I really quick way to fix 154 00:06:58,382 --> 00:07:01,089 this is to go back to your brush settings. 155 00:07:01,092 --> 00:07:06,209 Change the spacing of the brush that you just made. 156 00:07:06,212 --> 00:07:09,429 I changed my spacing to around 107% 157 00:07:09,432 --> 00:07:11,199 That's like the sweet spot 158 00:07:11,202 --> 00:07:12,929 where you don't get any spacing 159 00:07:12,932 --> 00:07:14,619 and you don't get any overlap. 160 00:07:14,622 --> 00:07:17,089 So now when you hold 161 00:07:17,092 --> 00:07:19,389 and drag your brush, there's no overlap 162 00:07:19,392 --> 00:07:21,909 anymore and you can keep making the pattern over 163 00:07:21,912 --> 00:07:48,479 and over. 164 00:07:48,482 --> 00:07:52,459 Alright, let's move on to line steps now. 165 00:07:52,462 --> 00:07:53,339 Lines are by far 166 00:07:53,342 --> 00:07:56,379 the most important tool to convey pixel art. 167 00:07:56,382 --> 00:07:58,109 They can divide shapes. 168 00:07:58,112 --> 00:08:02,149 Describe volume and create texture as well. 169 00:08:02,152 --> 00:08:03,799 Line steps are important in helping 170 00:08:03,802 --> 00:08:04,639 you achieve the shape. 171 00:08:04,642 --> 00:08:07,509 You're looking for starting with the first one 172 00:08:07,512 --> 00:08:10,539 we can do a straight line. 173 00:08:10,542 --> 00:08:12,729 Hold left click and hold shift 174 00:08:12,732 --> 00:08:14,689 and then you can drag the line up or down 175 00:08:14,692 --> 00:08:18,469 and now you have a perfectly straight line. 176 00:08:18,472 --> 00:08:19,419 This is a really useful 177 00:08:19,422 --> 00:08:20,819 shortcut that I like to use 178 00:08:20,822 --> 00:08:22,149 and help save a lot of time 179 00:08:22,152 --> 00:08:24,669 when I draw. 180 00:08:24,672 --> 00:08:26,489 So if you want to get a line at a really 181 00:08:26,492 --> 00:08:27,889 specific angle, 182 00:08:27,892 --> 00:08:31,299 then these lines steps will really help you out. 183 00:08:31,302 --> 00:08:35,519 You'll notice that I put 4,3,2,1 and that's 184 00:08:35,522 --> 00:08:38,299 describing the height of the line step 185 00:08:38,302 --> 00:08:38,919 each step in 186 00:08:38,922 --> 00:08:41,849 the line has to be the same number for the line to stay 187 00:08:41,852 --> 00:08:44,009 consistently straight 188 00:08:44,012 --> 00:08:44,949 if it's 1 pixel off 189 00:08:44,952 --> 00:08:47,789 the line won't look straight anymore. 190 00:08:47,792 --> 00:08:48,999 So you can do these line 191 00:08:49,002 --> 00:08:51,639 steps in a number of different ways. 192 00:08:51,642 --> 00:08:54,679 For the 4 pixel lines that we can try doing it 193 00:08:54,682 --> 00:08:57,499 step-by-step by counting each pixel. 194 00:08:57,502 --> 00:08:58,389 So we do 195 00:08:58,392 --> 00:09:01,489 1, 2, 3, 4 move on to the next step 1 196 00:09:01,492 --> 00:09:02,669 2, 3, 4, 197 00:09:02,672 --> 00:09:05,889 and continue that, another way to do 198 00:09:05,892 --> 00:09:07,209 it is by clicking left 199 00:09:07,212 --> 00:09:09,969 click with a pencil and then holding shift 200 00:09:09,972 --> 00:09:12,309 and then clicking to the second point to 201 00:09:12,312 --> 00:09:14,249 complete the line 202 00:09:14,252 --> 00:09:15,079 Connecting lines 203 00:09:15,082 --> 00:09:16,409 makes it super efficient 204 00:09:16,412 --> 00:09:19,459 so you don't have to spend time counting one by one. 205 00:09:19,462 --> 00:09:21,339 But you obviously have to do a better 206 00:09:21,342 --> 00:09:23,059 clean up afterwards 207 00:09:23,062 --> 00:09:25,469 whenever a draw and come up with ideas. 208 00:09:25,472 --> 00:09:27,889 I usually just breathe on the line or 209 00:09:27,892 --> 00:09:30,939 I use the line connection shortcut. 210 00:09:30,942 --> 00:09:32,419 Sure, the lines look messy, 211 00:09:32,422 --> 00:09:34,439 but you can always clean it up afterwards 212 00:09:34,442 --> 00:09:36,799 and get it, right. 213 00:09:36,802 --> 00:09:38,489 Those extra pixels that show up 214 00:09:38,492 --> 00:09:40,079 whenever you draw a line 215 00:09:40,082 --> 00:09:40,989 free hand 216 00:09:40,992 --> 00:09:43,459 those are called jaggies. 217 00:09:43,462 --> 00:09:46,329 And they make your lines thicker in some places 218 00:09:46,332 --> 00:09:49,379 or the lines like a little bit crooked. 219 00:09:49,382 --> 00:09:50,959 So you just want to go ahead 220 00:09:50,962 --> 00:09:54,869 and fix that up to create a straight line. 221 00:09:54,872 --> 00:09:58,619 The same kind of concept goes for Curves as well. 222 00:09:58,622 --> 00:09:59,219 When you draw freehand 223 00:09:59,222 --> 00:10:00,893 there's definitely going to be jaggies 224 00:10:00,894 --> 00:10:02,937 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 225 00:10:02,938 --> 00:10:04,059 that are in your curves. 226 00:10:04,062 --> 00:10:05,999 So you just want to go ahead and clean up that line 227 00:10:06,002 --> 00:10:09,309 so you can get a nice curve going. 228 00:10:09,312 --> 00:10:12,409 You can also get a good curve from using a circle 229 00:10:12,412 --> 00:10:14,379 by using the pencil tool 230 00:10:14,382 --> 00:10:17,709 and you can erase the insides and leave the outline 231 00:10:17,712 --> 00:10:20,919 and that can be your curve as well. 232 00:10:20,922 --> 00:10:22,849 It's a little bit of a roundabout process, 233 00:10:22,852 --> 00:10:26,479 but it still gets the idea across. 234 00:10:26,482 --> 00:10:28,099 In order to create a perfect curve. 235 00:10:28,102 --> 00:10:31,459 You just have to follow the line steps. 236 00:10:31,462 --> 00:10:37,569 The line steps for a basic curve are usually 3, 2, 1, 2, 3. 237 00:10:37,572 --> 00:10:41,749 1 being the point that curves the most. Whenever 238 00:10:41,752 --> 00:10:44,889 I do line steps or Curves and something feels off. 239 00:10:44,892 --> 00:10:45,929 I usually do 240 00:10:45,932 --> 00:10:49,169 a test by squinting. Squinting 241 00:10:49,172 --> 00:10:52,369 can help identify the overall shape that you're drawing 242 00:10:52,372 --> 00:10:55,159 and can eliminate some of the things that feel off about it 243 00:10:55,162 --> 00:10:57,049 All right guys 244 00:10:57,052 --> 00:10:59,149 so far our last lesson 245 00:10:59,152 --> 00:11:00,749 we're going to be talking about angles 246 00:11:00,752 --> 00:11:04,609 and the angles commonly used in pixel art. 247 00:11:04,612 --> 00:11:06,309 Whenever it comes to drawing objects, 248 00:11:06,312 --> 00:11:08,409 I find it easier to conceptualize it 249 00:11:08,412 --> 00:11:10,449 as like a 3D thing 250 00:11:10,452 --> 00:11:15,589 and a 3D object has an x, y, z face. 251 00:11:15,592 --> 00:11:16,749 Let's talk about the front view 252 00:11:16,752 --> 00:11:20,109 first. You can see the X and Z 253 00:11:20,112 --> 00:11:22,879 faces X being the front face 254 00:11:22,882 --> 00:11:26,759 and Z being the side face. In the front view, 255 00:11:26,762 --> 00:11:28,109 it's also possible that 256 00:11:28,112 --> 00:11:32,199 you can only see the X space. In this example, 257 00:11:32,202 --> 00:11:33,889 I drew a cardboard box. 258 00:11:33,892 --> 00:11:35,109 And it really helps 259 00:11:35,112 --> 00:11:39,209 defining the Faces by having a light and Shadow. 260 00:11:39,212 --> 00:11:41,829 So I typically have a light source from the left side. 261 00:11:41,832 --> 00:11:43,889 So whenever it's shining the side face 262 00:11:43,892 --> 00:11:48,029 is always in the shadow. 263 00:11:48,032 --> 00:11:50,369 The front view is most commonly used in games 264 00:11:50,372 --> 00:11:53,209 like Mario or metal slug. 265 00:11:53,212 --> 00:11:54,769 Just any kind of side-scroller 266 00:11:54,772 --> 00:11:58,359 shoot-'em-up games will have that kind of angle. 267 00:11:58,362 --> 00:12:01,629 Let's talk about the top view next 268 00:12:01,632 --> 00:12:02,099 The top view 269 00:12:02,102 --> 00:12:04,879 is like halfway between a bird's-eye view 270 00:12:04,882 --> 00:12:06,269 and the front view. 271 00:12:06,272 --> 00:12:10,519 So you're looking at it from like a 45 degree angle. 272 00:12:10,522 --> 00:12:14,639 You can see the X face and the Y face the front 273 00:12:14,642 --> 00:12:18,079 and the top. Is really useful to create a grid 274 00:12:18,082 --> 00:12:21,159 so you can scale everything in place. 275 00:12:21,162 --> 00:12:23,249 Usually what level designers like to do 276 00:12:23,252 --> 00:12:25,159 is that they scale 1 grid 277 00:12:25,162 --> 00:12:28,479 tile to be the size of the player. 278 00:12:28,482 --> 00:12:29,289 And then it'll make it 279 00:12:29,292 --> 00:12:32,699 easier to scale everything else around it. 280 00:12:32,702 --> 00:12:34,949 This is most commonly found in games like 281 00:12:34,952 --> 00:12:39,209 hyper light Drifter or stardew Valley. 282 00:12:39,212 --> 00:12:42,829 Let's talk about the isometric view now. 283 00:12:42,832 --> 00:12:44,349 In the isometric view, 284 00:12:44,352 --> 00:12:46,559 it's almost like a mix between the front view 285 00:12:46,562 --> 00:12:47,699 and the top view. 286 00:12:47,702 --> 00:12:50,619 So now you're able to see all the faces 287 00:12:50,622 --> 00:12:55,789 x y and z The isometric view is really particular 288 00:12:55,792 --> 00:13:00,429 because the line steps follow a very specific angle 289 00:13:00,432 --> 00:13:02,159 the line steps are always two pixels 290 00:13:02,162 --> 00:13:05,149 long and one pixel wide. 291 00:13:05,152 --> 00:13:08,029 It's really useful to have an isometric grid on hand. 292 00:13:08,032 --> 00:13:09,719 So, you know where to place things 293 00:13:09,722 --> 00:13:13,069 and how to scale it properly. 294 00:13:13,072 --> 00:13:13,679 You know what 295 00:13:13,682 --> 00:13:17,619 let's make a quick isometric grid together. 296 00:13:17,622 --> 00:13:20,459 So we're going to start a new canvas again, 297 00:13:20,462 --> 00:13:25,789 and let's make it 400 by 225. 298 00:13:25,792 --> 00:13:29,619 That's like around the screen resolution ratio. 299 00:13:29,622 --> 00:13:31,359 So we're going to start a new layer 300 00:13:31,362 --> 00:13:35,889 and then we're going to choose like a light gray. 301 00:13:35,892 --> 00:13:37,289 You want to choose like a light color 302 00:13:37,292 --> 00:13:38,879 Because you're going to draw stuff 303 00:13:38,882 --> 00:13:42,559 on top of the isometric grid afterwards. 304 00:13:42,562 --> 00:13:45,579 So I'm just going to start small and do a couple lines 305 00:13:45,582 --> 00:13:47,329 steps and then keep copy 306 00:13:47,332 --> 00:13:51,549 pasting it until I get the full line. 307 00:13:51,552 --> 00:13:52,819 You can either copy paste 308 00:13:52,822 --> 00:13:56,799 by pressing Ctrl C and Ctrl V. Or you can 309 00:13:56,802 --> 00:13:57,829 drag the layer 310 00:13:57,832 --> 00:14:00,129 and drag it to the new button 311 00:14:00,132 --> 00:14:03,529 and then it will create a new one right on top. 312 00:14:03,532 --> 00:14:06,829 Afterwards you're going to press Ctrl T to transform it 313 00:14:06,832 --> 00:14:09,649 and then keep connecting it to your previous line 314 00:14:09,652 --> 00:14:12,289 step. You're going to want to keep doing this 315 00:14:12,292 --> 00:14:13,549 until you get one 316 00:14:13,552 --> 00:14:14,879 consistent line 317 00:14:14,882 --> 00:14:16,519 going from one side to the other. 318 00:14:16,522 --> 00:14:19,549 Whenever I transform something. 319 00:14:19,552 --> 00:14:22,889 I hold the shift key and you can move it a lot faster 320 00:14:22,892 --> 00:14:26,109 compared to moving at pixel-by-pixel. 321 00:14:26,112 --> 00:14:28,459 If you duplicated the line steps like me 322 00:14:28,462 --> 00:14:31,169 you probably have a lot of layers. 323 00:14:31,172 --> 00:14:32,449 Just make sure to merge it 324 00:14:32,452 --> 00:14:34,109 by selecting all of your layers 325 00:14:34,112 --> 00:14:35,599 and pressing right click 326 00:14:35,602 --> 00:14:37,369 and then there will be an option to merge 327 00:14:37,372 --> 00:14:37,989 all your layers 328 00:14:37,992 --> 00:14:45,329 to one. Afterwards 329 00:14:45,332 --> 00:14:46,619 you're going to want to duplicate the 330 00:14:46,622 --> 00:14:50,609 line that you made. In order to keep it consistent 331 00:14:50,612 --> 00:14:53,319 you're going to want to transform and then hold shift 332 00:14:53,322 --> 00:14:58,299 and then go up to 2 times 1, 2. 333 00:14:58,302 --> 00:15:00,199 Now each line is going to be part of that grade. 334 00:15:00,202 --> 00:15:01,679 We're making 335 00:15:01,682 --> 00:15:04,239 so we want each line to be two spaces apart 336 00:15:04,242 --> 00:15:45,089 just like what we did before. 337 00:15:45,092 --> 00:15:48,499 Now we have all our isometric lines for one side. 338 00:15:48,502 --> 00:15:51,039 Let's merge them all together now. 339 00:15:51,042 --> 00:15:53,389 Since a lot of the lines are outside the canvas 340 00:15:53,392 --> 00:15:54,139 right now. 341 00:15:54,142 --> 00:15:58,419 Let's use the rectangular Marquee tool to select it. 342 00:15:58,422 --> 00:16:01,149 The selection can only be inside of the canvas. 343 00:16:01,152 --> 00:16:03,879 So just click and drag, afterwards 344 00:16:03,882 --> 00:16:06,539 copy it and press Ctrl shift V 345 00:16:06,542 --> 00:16:09,069 and this will place it back in the exact same spot. 346 00:16:09,072 --> 00:16:11,109 It was at before 347 00:16:11,112 --> 00:16:13,469 Now that your lines are contained in the canvas 348 00:16:13,472 --> 00:16:17,429 let's duplicate the layer. Transform it 349 00:16:17,432 --> 00:16:20,039 and there's going to be an option up there 350 00:16:20,042 --> 00:16:21,559 called width and height. 351 00:16:21,562 --> 00:16:23,069 So it's at 100% 352 00:16:23,072 --> 00:16:24,379 right now. 353 00:16:24,382 --> 00:16:27,759 We're going to want to change the width in negative 100% 354 00:16:27,762 --> 00:16:29,909 So what that basically does is flip tge 355 00:16:29,912 --> 00:16:32,919 object you're transforming. 356 00:16:32,922 --> 00:16:36,549 And now you have an isometric grid. 357 00:16:36,552 --> 00:16:38,539 there's a couple of small touch-ups that I have to do, 358 00:16:38,542 --> 00:16:39,609 but That's pretty 359 00:16:39,612 --> 00:16:43,289 much the gist of how to make an isometric grid. 360 00:16:43,292 --> 00:16:46,409 And that's pretty much it to pixel art fundamentals. 361 00:16:46,412 --> 00:16:46,729 Thank you 362 00:16:46,732 --> 00:16:47,749 so much for watching 363 00:16:47,752 --> 00:16:48,349 and let me know 364 00:16:48,352 --> 00:16:51,449 if you guys have any questions about it. 365 00:16:51,452 --> 00:16:53,749 I know the fundamentals seem kind of boring at first, 366 00:16:53,752 --> 00:16:57,179 but it's a really important foundation to learn 367 00:16:57,182 --> 00:16:59,449 and my next video, we'll be gathering all that 368 00:16:59,452 --> 00:17:00,799 we learned the past two lessons 369 00:17:00,802 --> 00:17:04,129 and making pixel art together, see you in the next one! 370 00:17:04,132 --> 00:17:16,370 and take care! 26475

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