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