All language subtitles for 2.1 What is the Best Size for Pixel Art
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Hey guys, Nelson here.
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Welcome back to my pixel art lesson.
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This week we're going to be
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focusing on the different sizes of pixel art.
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And what kind of effect each size will have.
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We're going to be covering topics
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like making items in different sizes,
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making items in different angles,
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and coming up with item concepts that are interesting
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and also talking about how to modify them.
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Is this video, we're going to be talking about
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the different sizes for pixel art.
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So what is the best size for pixel art?
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The short answer is: it really depends on the look
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you're trying to go for and how much detail you're trying to convey.
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Pixel art size has three considerations:
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What platform are you targeting?
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Subtitled by
-♪ online-courses.club ♪-
We compress knowledge for you!
https://t.me/joinchat/ailxpXoW3JVjYzQ1
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On a mobile screen, for console, or PC?
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What kind of aspect ratio is it?
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The most common is 16 by 9,
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but some pixel art games take a
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ratio of 4 by 3 or one by one.
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How do you want your pixel art to look like?
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You can have a low resolution or high resolution.
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As a good point of reference,
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let's look at our screen resolution.
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Most screens today are 16 by 9 aspect ratio,
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and that's usually a 1920 x 1080 or 1280 by 720.
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So we can take that number
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and we can downscale it for our pixel art.
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Let's use 1920 x 1080 as our base number,
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which is our screen size.
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Let's try dividing this number by 2, 3, 4, 5.
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And each of these sizes
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will produce a different effect for your pixel art.
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The higher the resolution,
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the more detail you can apply to your scene.
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Let's talk about some pixel games
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and what kind of resolutions they use.
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For our first example, let's talk about Hyper Light Drifter.
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It's around 480 by 270 pixels
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and the quality is already really high
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there's loads of details in the scene
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and they follow a 16 by 16 tile set up being a top down game.
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The character sprites are around 21 pixels high
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and you see, they really simplify the character design
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and not add too much detail
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just a couple of things that stick out
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and not make it too noisy.
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Their head only being 9 pixels
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and there eye only being one pixel.
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The character sprite fits within the 16 by 16 tile
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and that tile helps get all the rest of the world.
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Let's talk about Metal Slug.
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The resolution is 330 by 224
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and this is probably one of my top Inspirations
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for older pixel art games.
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Their backgrounds are just so beautiful.
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And they really utilize the depth of field using color
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and various details on each plane.
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They like to use really faded out colors in the
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background to give the sense of depth
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and adding more harsh shadows
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and saturated colors to the playable area in the front.
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Just overall a really fun shootem game.
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The character sprites are around 37 pixels tall.
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With their heads only being 14 pixels tall
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giving a more chibi like body to them.
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You can see that there's a little bit more room for detail
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for the characters but overall their
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design is still really simple.
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Looking from afar, this character has
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brown hair with a yellow jacket,
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tan pants and brown boots.
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And that's all you really need to see.
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Adding extra little details like sunglasses
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or socks or a golden watch or even a tattoo
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It will make the pixel art a bit more noisy
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and the character design will start to
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get lost at smaller sizes, simplicity is really key.
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It's really a game of subtraction and thinking about
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what kind of details do you want to keep
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and what you want to take out
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Let's talk about Street Fighter 2.
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They have a resolution of 384 by 224.
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And their backgrounds are really beautiful.
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They have more a limited color
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palette and a lot of dithering going on.
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These characters have a lot of detail to them
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Since these characters are more realistically portrayed,
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the sprites are round 77 pixels high
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and their heads being around 13 pixels high.
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This sort of sprite size gives us more opportunity
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to add details and give a more rendered look.
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Look how beautiful those clothing folds are
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we wouldn't have that opportunity
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if we were working in a smaller sprite size.
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With each division, the amount of pixels to work with will decrease
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and the look of your pixel art
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will be of a lower fidelity.
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All of these sizes are valid
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and it just depends on what you're looking to go for.
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It's a lot of guesswork at first,
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but you'll find a size that you're comfortable with
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For example, my backgrounds are usually 400 by 225
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and I slept with that size
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because I like how the pixels are clearly defined
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but still have enough detail to retain in each object that I draw.
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These item collages of snacks found at the convenience store,
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they're bound by a 250 by 250 canvas size
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Though, each item is drawn in a different dimension.
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It really depends on how much detail
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you want to convey in each object.
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Let me show you a coffee can drawn in six different sizes.
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I'll explain the nuances of each one
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and how each size will change
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your perception of the same object.
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For this lesson, I want you guys to find some sort of household item
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and draw it in six different sizes as well
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and create a sizing chart like this
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and understand the effect each size has.
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Let's start with the biggest size and work our way down.
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So to get a point of reference,
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I found it useful to take one element from that object
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and define it properly and scale-up
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everything else from there.
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So I have a height of 3 pixels to work with
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and that's like the minimum
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to define English in pixel form
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From there, I can scale everything else around it.
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This can is nice and detailed
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and really good for a sort of illustration size.
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You can see a lot of the text clearly
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and it's more of a realistic portrayal of this coffee can.
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Moving on to the next size,
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It's 2/3 of the previous object.
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And you can start to see the text
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take on a more abstract form
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regular coffee is just lines and dots of pixels.
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Some of the Japanese text is blocked in
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and can't be defined anymore.
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Although UCC and the word
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black are still really legible.
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Moving on to the next size, it's scale down to 21 by 45.
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Here we start to see if that all the small text
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including UCC are really hard to define properly
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and have to be abstracted.
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In the previous sizes, we had the opportunity
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to make the word black in bolder text true to its design.
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But in this current size
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we can only make the font 1 pixel thick.
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Moving on to the next size, it's 11 by 24
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and here you really start to see
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everything turned abstracted.
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Any kind of small text and details
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are turned into dots and dashes
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that are one pixel high.
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Each detail placed is really important
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and you have to try simplifying
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while retaining the design of the object
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and you can see that even at this really small size.
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It still looks like a coffee can.
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Moving on to the second last can, it's 6 by 13 pixels
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and here you can really see that
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I'm very selective about what
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details to portray properly.
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There's only room for the top label,
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which is now 1 pixel tall and the word
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black is only two pixels tall
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and I can only have enough room for the circle
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label and the yellow bar
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which are now two and one pixel tall.
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Any kind of small texts that was previously
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there is not able to fit in the small size,
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but it still reads as a coffee can.
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And moving on to our last size it's 3 by 7.
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We only have 7 pixels in height to work with
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so we have to be really selective.
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So the only details
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I chose to put were the top and bottom of the can
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and the word black and the yellow seal in the middle.
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There's no room for a bevelling like in previous cans
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because it wouldn't look like a can anymore if this was bevelled.
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In this exercise, I wanted to show you guys
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how much detail you can put into each size
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and how even at smaller sizes, it can still look like
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the object you're trying to convey.
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You're still able to put in a lot of details.
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You just have to be selective about it
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and think about what kind of key elements define this object.
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For my example, the key elements are the two metal rings,
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Subtitled by
-♪ online-courses.club ♪-
We compress knowledge for you!
https://t.me/joinchat/ailxpXoW3JVjYzQ1
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the a black can, they UCC logo,
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the black logo, yellow
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seal, and the small text underneath
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From there, I can get a sense of what elements
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I need to keep and what can be subtracted.
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A common way in top-down games
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is to follow the scaling of grid tiles.
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Usually they go by 16, 24, 32, and 64-bit
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and we use those tiles to help scale up the world
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that we're creating.
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Here's a delicious bento box
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that I made for a top-down style game.
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Though, it's a bit too big
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and doesn't follow the dimensions of the game.
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This size would be used more
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for a really detailed cutscene.
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So I decided to downscale the bento box
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and downsize it to each tileset size.
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I personally like getting between the 64 to 32 bit range.
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Because it offers a lot of room for detail,
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even though you have a really small size.
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But I actually really enjoy the 16 bit size in this one
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because you can still recognize that it's a bento box.
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You can mostly see all the main components
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like the rice, the plum, the salmon,
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the vegetable, and the side dishes.
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These are all valid sizes and it's really up to you
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to choose which one works best for you.
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If you're first starting out making pixel art,
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I recommend training yourself in smaller sizes
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because it really encourages you to be more thoughtful
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and selective about what details to choose
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Having it read properly at smaller scales
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and understanding how to use
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each pixel is really important.
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I'd say a small size to work with is under 30 pixels.
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Anything larger than that would be like a medium
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or a large size.
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Kinda like this coffee can or this bento box.
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Working in larger dimensions
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gives more opportunity for detail
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and it's more similar to digital painting.
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I recommend working in smaller sizes to train yourself
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if you're a beginner
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and then slowly work up the larger sizes later on.
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But yeah, that's about it.
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Thank you guys so much for watching
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and let me know what you guys
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think about pixel art sizes.
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What's your favorite size to work on?
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What kind of objects are you guys into drawing?
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I can't wait to see your sizing charts
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and see what kind of objects you draw.
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So in the next video, we're going to be talking about
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drawing items in different angles
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and talking about each step along the way.
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Thanks so much everybody and see you in the next video.
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