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Hey, what's up guys Nelson here, and today
we're going to be talking about the pixel
art fundamentals.
There's a couple of key factors
and techniques that can help define
what your pixel art is
and I'm
going to try my best to explain how to get pixel art
as clear as possible.
All right.
Let's get started with the first one, readability.
So readability is essential to anything
you're making and even more so important in pixel art,
since you have a limited amount of pixels to work with
and every pixel really matters.
So in this example here
I drew three tasty burgers.
And each one is a little bit different.
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I want to ask you guys
which Burger out of the three looks the best you
which one reads as a burger.
They all certainly look like burgers,
but some of them
just feel like really off, the first Burger
the bun looks super compressed and the cheese
what's going on with
that, this overall looks like a really flat Burger
as for the second Burger.
This one looks like the Patty is like really small.
And there's a lot more bun than Patty ratio.
As for the third burger, here's a nice balance going on
with all the elements, the pattys nice and thick
the cheese comes out
a bun is nice and round.
It. Looks like really appealing. So in this example,
I just wanted to show you guys
just the difference of what a couple pixels can make
and it changes
our perception of what we're trying to convey.
I chose a burger for this example
because I think it'll be easier to grasp.
But this principle will
apply to anything that you're drawing in the future.
I always like to ask myself
does this look like the object.
I'm trying to draw?
and sometimes it's just a difference of 1-2 to pixels.
The key is to reduce the noise as much as possible
the better
remember and pixel art less is more.
I like to keep the pixels as clustered as possible.
I kind of imagined it the same as painting.
You noticed that every kind of color that I use.
I always keep it together with each other
except for the outlines.
Everything else is stuck together properly
and it looks a lot more reasonable than what I had
in the first two burgers.
Which brings me to my next Point
orphan pixels. Orphan pixels are stray
styles that are in your pixel art,
and they're usually one to two pixels big.
And they just contribute
to the overall noise of the pixel art.
So the only purpose that I found is
its useful for is that it serves as a nice highlight
to end off your drawing
and just give us sort of like an nice pop to it.
Alright that brings me to my next Point dithering.
The dithering technique
is using a pattern of pixels to blend two colors together.
It's more commonly used in retro pixel art games
because they had such a limited color palette.
So they really had to make do
with mixing two colors together
to get the one that they wanted.
It also creates a really cool pattern
and adds texture to your work.
But to be honest,
I often don't use dither that much
and it creates a lot of noise and the readability will
get kind of lost if you use too much.
So I only like to use it really sparingly,
but I still want to teach you guys
how to make a dithering brush
so you guys can use it anytime you want.
So we're going to click on file, new
and we're going to make a new canvas again.
Let's make our
canvas like 10 x 10 pixels wide, and have the resolution as 72
and afterwards just click create
So now your canvas is only 10x10 pixels wide,
so you're going to want to zoom in all the way.
So basically
the size of your canvas will be the size of your brush.
I'm going to go to brush settings to modify my brush.
I already have mine has a little window by itself,
but you can go to window at the top of your toolbar
and click, window and brush settings
Now this is where we do
all our modifications to the brush
to get the desired dither effect.
So right now
it's under the brush tip shape tab
and the only thing we're going to change
is the spacing, right now
It's around like 25.
but we're going to want to up it till
we see some sort of dither.
So let's increase the spacing to around 182
and you'll start to see the brush kind of change
that is like a little spacing in between each pixel
and that means that there is a 1 pixel spacing
in between
you can keep increasing the spacing
and it'll increase it incrementally
buy one pixel so you can get 2,3,4,5 spacing and so on.
I personally just use one spacing.
So every other thing is a pixel.
So today we're going to make a brush
with the one pixel spacing
So let's first start off by making a new layer
and that's where we'll be putting our brush
so you can hold down shift
and you can bake perfectly straight lines horizontally
or vertically
and that way
I don't have to free hand drawing this.
And that's also true for regular drying
holding shift down and making straight lines
it helps save a lot of time.
So after we finish making our pattern
we can hide the background layer by clicking the eye button,
and now your background layer is hidden.
So now the background is transparent
and when we go to make our brush,
it will only pick up the black pixels
that we put on. All right.
Let's go to edit and click Define brush preset.
Let's call it dither test 1
for now. Press enter and now you have your dither brush.
and keep in mind
that this brush only works with the pencil tool
if you switch back to the brush tool
it'll be super blurry and airbrushed again.
So let's give this brush a try shall we?
So right off the bat
you can stamp it
but once you hold and drag like a brush
then all the pattern will be lost.
It's all just pitch black.
I really quick way to fix
this is to go back to your brush settings.
Change the spacing of the brush that you just made.
I changed my spacing to around 107%
That's like the sweet spot
where you don't get any spacing
and you don't get any overlap.
So now when you hold
and drag your brush, there's no overlap
anymore and you can keep making the pattern over
and over.
Alright, let's move on to line steps now.
Lines are by far
the most important tool to convey pixel art.
They can divide shapes.
Describe volume and create texture as well.
Line steps are important in helping
you achieve the shape.
You're looking for starting with the first one
we can do a straight line.
Hold left click and hold shift
and then you can drag the line up or down
and now you have a perfectly straight line.
This is a really useful
shortcut that I like to use
and help save a lot of time
when I draw.
So if you want to get a line at a really
specific angle,
then these lines steps will really help you out.
You'll notice that I put 4,3,2,1 and that's
describing the height of the line step
each step in
the line has to be the same number for the line to stay
consistently straight
if it's 1 pixel off
the line won't look straight anymore.
So you can do these line
steps in a number of different ways.
For the 4 pixel lines that we can try doing it
step-by-step by counting each pixel.
So we do
1, 2, 3, 4 move on to the next step 1
2, 3, 4,
and continue that, another way to do
it is by clicking left
click with a pencil and then holding shift
and then clicking to the second point to
complete the line
Connecting lines
makes it super efficient
so you don't have to spend time counting one by one.
But you obviously have to do a better
clean up afterwards
whenever a draw and come up with ideas.
I usually just breathe on the line or
I use the line connection shortcut.
Sure, the lines look messy,
but you can always clean it up afterwards
and get it, right.
Those extra pixels that show up
whenever you draw a line
free hand
those are called jaggies.
And they make your lines thicker in some places
or the lines like a little bit crooked.
So you just want to go ahead
and fix that up to create a straight line.
The same kind of concept goes for Curves as well.
When you draw freehand
there's definitely going to be jaggies
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that are in your curves.
So you just want to go ahead and clean up that line
so you can get a nice curve going.
You can also get a good curve from using a circle
by using the pencil tool
and you can erase the insides and leave the outline
and that can be your curve as well.
It's a little bit of a roundabout process,
but it still gets the idea across.
In order to create a perfect curve.
You just have to follow the line steps.
The line steps for a basic curve are usually 3, 2, 1, 2, 3.
1 being the point that curves the most. Whenever
I do line steps or Curves and something feels off.
I usually do
a test by squinting. Squinting
can help identify the overall shape that you're drawing
and can eliminate some of the things that feel off about it
All right guys
so far our last lesson
we're going to be talking about angles
and the angles commonly used in pixel art.
Whenever it comes to drawing objects,
I find it easier to conceptualize it
as like a 3D thing
and a 3D object has an x, y, z face.
Let's talk about the front view
first. You can see the X and Z
faces X being the front face
and Z being the side face. In the front view,
it's also possible that
you can only see the X space. In this example,
I drew a cardboard box.
And it really helps
defining the Faces by having a light and Shadow.
So I typically have a light source from the left side.
So whenever it's shining the side face
is always in the shadow.
The front view is most commonly used in games
like Mario or metal slug.
Just any kind of side-scroller
shoot-'em-up games will have that kind of angle.
Let's talk about the top view next
The top view
is like halfway between a bird's-eye view
and the front view.
So you're looking at it from like a 45 degree angle.
You can see the X face and the Y face the front
and the top. Is really useful to create a grid
so you can scale everything in place.
Usually what level designers like to do
is that they scale 1 grid
tile to be the size of the player.
And then it'll make it
easier to scale everything else around it.
This is most commonly found in games like
hyper light Drifter or stardew Valley.
Let's talk about the isometric view now.
In the isometric view,
it's almost like a mix between the front view
and the top view.
So now you're able to see all the faces
x y and z The isometric view is really particular
because the line steps follow a very specific angle
the line steps are always two pixels
long and one pixel wide.
It's really useful to have an isometric grid on hand.
So, you know where to place things
and how to scale it properly.
You know what
let's make a quick isometric grid together.
So we're going to start a new canvas again,
and let's make it 400 by 225.
That's like around the screen resolution ratio.
So we're going to start a new layer
and then we're going to choose like a light gray.
You want to choose like a light color
Because you're going to draw stuff
on top of the isometric grid afterwards.
So I'm just going to start small and do a couple lines
steps and then keep copy
pasting it until I get the full line.
You can either copy paste
by pressing Ctrl C and Ctrl V. Or you can
drag the layer
and drag it to the new button
and then it will create a new one right on top.
Afterwards you're going to press Ctrl T to transform it
and then keep connecting it to your previous line
step. You're going to want to keep doing this
until you get one
consistent line
going from one side to the other.
Whenever I transform something.
I hold the shift key and you can move it a lot faster
compared to moving at pixel-by-pixel.
If you duplicated the line steps like me
you probably have a lot of layers.
Just make sure to merge it
by selecting all of your layers
and pressing right click
and then there will be an option to merge
all your layers
to one. Afterwards
you're going to want to duplicate the
line that you made. In order to keep it consistent
you're going to want to transform and then hold shift
and then go up to 2 times 1, 2.
Now each line is going to be part of that grade.
We're making
so we want each line to be two spaces apart
just like what we did before.
Now we have all our isometric lines for one side.
Let's merge them all together now.
Since a lot of the lines are outside the canvas
right now.
Let's use the rectangular Marquee tool to select it.
The selection can only be inside of the canvas.
So just click and drag, afterwards
copy it and press Ctrl shift V
and this will place it back in the exact same spot.
It was at before
Now that your lines are contained in the canvas
let's duplicate the layer. Transform it
and there's going to be an option up there
called width and height.
So it's at 100%
right now.
We're going to want to change the width in negative 100%
So what that basically does is flip tge
object you're transforming.
And now you have an isometric grid.
there's a couple of small touch-ups that I have to do,
but That's pretty
much the gist of how to make an isometric grid.
And that's pretty much it to pixel art fundamentals.
Thank you
so much for watching
and let me know
if you guys have any questions about it.
I know the fundamentals seem kind of boring at first,
but it's a really important foundation to learn
and my next video, we'll be gathering all that
we learned the past two lessons
and making pixel art together, see you in the next one!
and take care!
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