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These are the user uploaded subtitles that are being translated: 1 00:00:13,800 --> 00:00:15,649 Hey guys, Nelson here. 2 00:00:15,652 --> 00:00:18,140 Welcome back to my pixel art lesson. 3 00:00:19,300 --> 00:00:20,549 This week we're going to be 4 00:00:20,552 --> 00:00:23,029 focusing on the different sizes of pixel art. 5 00:00:23,032 --> 00:00:25,370 And what kind of effect each size will have. 6 00:00:26,720 --> 00:00:28,019 We're going to be covering topics 7 00:00:28,022 --> 00:00:30,909 like making items in different sizes, 8 00:00:30,912 --> 00:00:33,019 making items in different angles, 9 00:00:33,022 --> 00:00:36,149 and coming up with item concepts that are interesting 10 00:00:36,152 --> 00:00:38,690 and also talking about how to modify them. 11 00:00:40,210 --> 00:00:41,959 Is this video, we're going to be talking about 12 00:00:41,962 --> 00:00:44,609 the different sizes for pixel art. 13 00:00:44,612 --> 00:00:47,779 So what is the best size for pixel art? 14 00:00:47,782 --> 00:00:50,419 The short answer is: it really depends on the look 15 00:00:50,422 --> 00:00:55,099 you're trying to go for and how much detail you're trying to convey. 16 00:00:55,102 --> 00:00:58,559 Pixel art size has three considerations: 17 00:00:58,562 --> 00:01:00,516 What platform are you targeting? 18 00:01:00,518 --> 00:01:02,738 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 19 00:01:02,739 --> 00:01:05,819 On a mobile screen, for console, or PC? 20 00:01:05,822 --> 00:01:08,090 What kind of aspect ratio is it? 21 00:01:09,170 --> 00:01:11,379 The most common is 16 by 9, 22 00:01:11,382 --> 00:01:13,259 but some pixel art games take a 23 00:01:13,262 --> 00:01:17,089 ratio of 4 by 3 or one by one. 24 00:01:17,092 --> 00:01:19,409 How do you want your pixel art to look like? 25 00:01:19,412 --> 00:01:23,459 You can have a low resolution or high resolution. 26 00:01:23,462 --> 00:01:25,019 As a good point of reference, 27 00:01:25,022 --> 00:01:27,309 let's look at our screen resolution. 28 00:01:27,312 --> 00:01:31,629 Most screens today are 16 by 9 aspect ratio, 29 00:01:31,632 --> 00:01:37,310 and that's usually a 1920 x 1080 or 1280 by 720. 30 00:01:38,620 --> 00:01:40,699 So we can take that number 31 00:01:40,702 --> 00:01:42,940 and we can downscale it for our pixel art. 32 00:01:44,670 --> 00:01:47,749 Let's use 1920 x 1080 as our base number, 33 00:01:47,752 --> 00:01:50,459 which is our screen size. 34 00:01:50,462 --> 00:01:56,759 Let's try dividing this number by 2, 3, 4, 5. 35 00:01:56,762 --> 00:01:57,759 And each of these sizes 36 00:01:57,762 --> 00:02:01,929 will produce a different effect for your pixel art. 37 00:02:01,932 --> 00:02:03,649 The higher the resolution, 38 00:02:03,652 --> 00:02:06,340 the more detail you can apply to your scene. 39 00:02:08,640 --> 00:02:10,389 Let's talk about some pixel games 40 00:02:10,392 --> 00:02:12,290 and what kind of resolutions they use. 41 00:02:14,090 --> 00:02:17,250 For our first example, let's talk about Hyper Light Drifter. 42 00:02:19,070 --> 00:02:22,189 It's around 480 by 270 pixels 43 00:02:22,192 --> 00:02:24,529 and the quality is already really high 44 00:02:24,532 --> 00:02:27,109 there's loads of details in the scene 45 00:02:27,112 --> 00:02:31,840 and they follow a 16 by 16 tile set up being a top down game. 46 00:02:33,500 --> 00:02:37,049 The character sprites are around 21 pixels high 47 00:02:37,052 --> 00:02:40,589 and you see, they really simplify the character design 48 00:02:40,592 --> 00:02:42,559 and not add too much detail 49 00:02:42,562 --> 00:02:44,109 just a couple of things that stick out 50 00:02:44,112 --> 00:02:45,600 and not make it too noisy. 51 00:02:47,100 --> 00:02:49,289 Their head only being 9 pixels 52 00:02:49,292 --> 00:02:51,439 and there eye only being one pixel. 53 00:02:51,442 --> 00:02:56,419 The character sprite fits within the 16 by 16 tile 54 00:02:56,422 --> 00:02:59,160 and that tile helps get all the rest of the world. 55 00:03:01,440 --> 00:03:03,209 Let's talk about Metal Slug. 56 00:03:03,212 --> 00:03:07,239 The resolution is 330 by 224 57 00:03:07,242 --> 00:03:09,719 and this is probably one of my top Inspirations 58 00:03:09,722 --> 00:03:12,239 for older pixel art games. 59 00:03:12,242 --> 00:03:14,499 Their backgrounds are just so beautiful. 60 00:03:14,502 --> 00:03:17,799 And they really utilize the depth of field using color 61 00:03:17,802 --> 00:03:19,940 and various details on each plane. 62 00:03:21,210 --> 00:03:23,999 They like to use really faded out colors in the 63 00:03:24,002 --> 00:03:26,449 background to give the sense of depth 64 00:03:26,452 --> 00:03:29,149 and adding more harsh shadows 65 00:03:29,152 --> 00:03:32,949 and saturated colors to the playable area in the front. 66 00:03:32,952 --> 00:03:35,580 Just overall a really fun shootem game. 67 00:03:37,630 --> 00:03:41,309 The character sprites are around 37 pixels tall. 68 00:03:41,312 --> 00:03:43,869 With their heads only being 14 pixels tall 69 00:03:43,872 --> 00:03:48,089 giving a more chibi like body to them. 70 00:03:48,092 --> 00:03:51,029 You can see that there's a little bit more room for detail 71 00:03:51,032 --> 00:03:52,979 for the characters but overall their 72 00:03:52,982 --> 00:03:54,540 design is still really simple. 73 00:03:56,100 --> 00:03:58,239 Looking from afar, this character has 74 00:03:58,242 --> 00:04:01,059 brown hair with a yellow jacket, 75 00:04:01,062 --> 00:04:02,939 tan pants and brown boots. 76 00:04:02,942 --> 00:04:04,610 And that's all you really need to see. 77 00:04:05,770 --> 00:04:08,579 Adding extra little details like sunglasses 78 00:04:08,582 --> 00:04:13,249 or socks or a golden watch or even a tattoo 79 00:04:13,252 --> 00:04:16,779 It will make the pixel art a bit more noisy 80 00:04:16,782 --> 00:04:18,859 and the character design will start to 81 00:04:18,862 --> 00:04:23,139 get lost at smaller sizes, simplicity is really key. 82 00:04:23,142 --> 00:04:26,279 It's really a game of subtraction and thinking about 83 00:04:26,282 --> 00:04:28,609 what kind of details do you want to keep 84 00:04:28,612 --> 00:04:29,990 and what you want to take out 85 00:04:31,830 --> 00:04:33,819 Let's talk about Street Fighter 2. 86 00:04:33,822 --> 00:04:38,719 They have a resolution of 384 by 224. 87 00:04:38,722 --> 00:04:41,139 And their backgrounds are really beautiful. 88 00:04:41,142 --> 00:04:42,969 They have more a limited color 89 00:04:42,972 --> 00:04:45,380 palette and a lot of dithering going on. 90 00:04:46,630 --> 00:04:49,869 These characters have a lot of detail to them 91 00:04:49,872 --> 00:04:53,199 Since these characters are more realistically portrayed, 92 00:04:53,202 --> 00:04:55,759 the sprites are round 77 pixels high 93 00:04:55,762 --> 00:05:00,009 and their heads being around 13 pixels high. 94 00:05:00,012 --> 00:05:02,819 This sort of sprite size gives us more opportunity 95 00:05:02,822 --> 00:05:05,819 to add details and give a more rendered look. 96 00:05:05,822 --> 00:05:08,759 Look how beautiful those clothing folds are 97 00:05:08,762 --> 00:05:10,379 we wouldn't have that opportunity 98 00:05:10,382 --> 00:05:12,860 if we were working in a smaller sprite size. 99 00:05:14,370 --> 00:05:17,899 With each division, the amount of pixels to work with will decrease 100 00:05:17,902 --> 00:05:19,329 and the look of your pixel art 101 00:05:19,332 --> 00:05:21,569 will be of a lower fidelity. 102 00:05:21,572 --> 00:05:23,489 All of these sizes are valid 103 00:05:23,492 --> 00:05:26,719 and it just depends on what you're looking to go for. 104 00:05:26,722 --> 00:05:28,319 It's a lot of guesswork at first, 105 00:05:28,322 --> 00:05:31,429 but you'll find a size that you're comfortable with 106 00:05:31,432 --> 00:05:35,999 For example, my backgrounds are usually 400 by 225 107 00:05:36,002 --> 00:05:38,519 and I slept with that size 108 00:05:38,522 --> 00:05:41,989 because I like how the pixels are clearly defined 109 00:05:41,992 --> 00:05:45,660 but still have enough detail to retain in each object that I draw. 110 00:05:47,380 --> 00:05:51,109 These item collages of snacks found at the convenience store, 111 00:05:51,112 --> 00:05:54,909 they're bound by a 250 by 250 canvas size 112 00:05:54,912 --> 00:05:58,179 Though, each item is drawn in a different dimension. 113 00:05:58,182 --> 00:05:59,799 It really depends on how much detail 114 00:05:59,802 --> 00:06:01,360 you want to convey in each object. 115 00:06:02,270 --> 00:06:05,380 Let me show you a coffee can drawn in six different sizes. 116 00:06:06,690 --> 00:06:09,079 I'll explain the nuances of each one 117 00:06:09,082 --> 00:06:10,679 and how each size will change 118 00:06:10,682 --> 00:06:12,740 your perception of the same object. 119 00:06:13,790 --> 00:06:17,689 For this lesson, I want you guys to find some sort of household item 120 00:06:17,692 --> 00:06:19,979 and draw it in six different sizes as well 121 00:06:19,982 --> 00:06:22,139 and create a sizing chart like this 122 00:06:22,142 --> 00:06:25,819 and understand the effect each size has. 123 00:06:25,822 --> 00:06:28,580 Let's start with the biggest size and work our way down. 124 00:06:29,790 --> 00:06:31,559 So to get a point of reference, 125 00:06:31,562 --> 00:06:35,339 I found it useful to take one element from that object 126 00:06:35,342 --> 00:06:37,619 and define it properly and scale-up 127 00:06:37,622 --> 00:06:38,890 everything else from there. 128 00:06:39,980 --> 00:06:43,359 So I have a height of 3 pixels to work with 129 00:06:43,362 --> 00:06:45,109 and that's like the minimum 130 00:06:45,112 --> 00:06:47,689 to define English in pixel form 131 00:06:47,692 --> 00:06:50,340 From there, I can scale everything else around it. 132 00:06:52,130 --> 00:06:53,879 This can is nice and detailed 133 00:06:53,882 --> 00:06:56,860 and really good for a sort of illustration size. 134 00:06:58,990 --> 00:07:01,059 You can see a lot of the text clearly 135 00:07:01,062 --> 00:07:04,700 and it's more of a realistic portrayal of this coffee can. 136 00:07:06,220 --> 00:07:08,039 Moving on to the next size, 137 00:07:08,042 --> 00:07:11,200 It's 2/3 of the previous object. 138 00:07:12,290 --> 00:07:14,099 And you can start to see the text 139 00:07:14,102 --> 00:07:16,389 take on a more abstract form 140 00:07:16,392 --> 00:07:21,469 regular coffee is just lines and dots of pixels. 141 00:07:21,472 --> 00:07:24,509 Some of the Japanese text is blocked in 142 00:07:24,512 --> 00:07:26,690 and can't be defined anymore. 143 00:07:28,440 --> 00:07:30,679 Although UCC and the word 144 00:07:30,682 --> 00:07:33,859 black are still really legible. 145 00:07:33,862 --> 00:07:37,890 Moving on to the next size, it's scale down to 21 by 45. 146 00:07:39,240 --> 00:07:41,899 Here we start to see if that all the small text 147 00:07:41,902 --> 00:07:45,449 including UCC are really hard to define properly 148 00:07:45,452 --> 00:07:46,880 and have to be abstracted. 149 00:07:48,470 --> 00:07:51,269 In the previous sizes, we had the opportunity 150 00:07:51,272 --> 00:07:56,859 to make the word black in bolder text true to its design. 151 00:07:56,862 --> 00:07:58,279 But in this current size 152 00:07:58,282 --> 00:08:02,009 we can only make the font 1 pixel thick. 153 00:08:02,012 --> 00:08:05,629 Moving on to the next size, it's 11 by 24 154 00:08:05,632 --> 00:08:07,549 and here you really start to see 155 00:08:07,552 --> 00:08:09,310 everything turned abstracted. 156 00:08:11,010 --> 00:08:13,139 Any kind of small text and details 157 00:08:13,142 --> 00:08:14,759 are turned into dots and dashes 158 00:08:14,762 --> 00:08:17,599 that are one pixel high. 159 00:08:17,602 --> 00:08:19,819 Each detail placed is really important 160 00:08:19,822 --> 00:08:21,599 and you have to try simplifying 161 00:08:21,602 --> 00:08:24,539 while retaining the design of the object 162 00:08:24,542 --> 00:08:27,329 and you can see that even at this really small size. 163 00:08:27,332 --> 00:08:29,220 It still looks like a coffee can. 164 00:08:31,180 --> 00:08:35,549 Moving on to the second last can, it's 6 by 13 pixels 165 00:08:35,552 --> 00:08:37,729 and here you can really see that 166 00:08:37,732 --> 00:08:39,789 I'm very selective about what 167 00:08:39,792 --> 00:08:42,859 details to portray properly. 168 00:08:42,862 --> 00:08:44,799 There's only room for the top label, 169 00:08:44,802 --> 00:08:48,059 which is now 1 pixel tall and the word 170 00:08:48,062 --> 00:08:50,289 black is only two pixels tall 171 00:08:50,292 --> 00:08:53,209 and I can only have enough room for the circle 172 00:08:53,212 --> 00:08:55,549 label and the yellow bar 173 00:08:55,552 --> 00:08:59,319 which are now two and one pixel tall. 174 00:08:59,322 --> 00:09:01,659 Any kind of small texts that was previously 175 00:09:01,662 --> 00:09:05,239 there is not able to fit in the small size, 176 00:09:05,242 --> 00:09:07,390 but it still reads as a coffee can. 177 00:09:09,030 --> 00:09:12,220 And moving on to our last size it's 3 by 7. 178 00:09:13,860 --> 00:09:17,239 We only have 7 pixels in height to work with 179 00:09:17,242 --> 00:09:20,699 so we have to be really selective. 180 00:09:20,702 --> 00:09:21,929 So the only details 181 00:09:21,932 --> 00:09:25,469 I chose to put were the top and bottom of the can 182 00:09:25,472 --> 00:09:29,250 and the word black and the yellow seal in the middle. 183 00:09:30,930 --> 00:09:33,629 There's no room for a bevelling like in previous cans 184 00:09:33,632 --> 00:09:36,930 because it wouldn't look like a can anymore if this was bevelled. 185 00:09:38,620 --> 00:09:40,819 In this exercise, I wanted to show you guys 186 00:09:40,822 --> 00:09:43,559 how much detail you can put into each size 187 00:09:43,562 --> 00:09:46,379 and how even at smaller sizes, it can still look like 188 00:09:46,382 --> 00:09:47,840 the object you're trying to convey. 189 00:09:49,630 --> 00:09:52,209 You're still able to put in a lot of details. 190 00:09:52,212 --> 00:09:54,869 You just have to be selective about it 191 00:09:54,872 --> 00:09:58,290 and think about what kind of key elements define this object. 192 00:09:59,790 --> 00:10:02,138 For my example, the key elements are the two metal rings, 193 00:10:02,139 --> 00:10:04,182 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 194 00:10:04,183 --> 00:10:07,389 the a black can, they UCC logo, 195 00:10:07,392 --> 00:10:10,499 the black logo, yellow 196 00:10:10,502 --> 00:10:12,300 seal, and the small text underneath 197 00:10:14,140 --> 00:10:16,549 From there, I can get a sense of what elements 198 00:10:16,552 --> 00:10:18,900 I need to keep and what can be subtracted. 199 00:10:20,390 --> 00:10:22,119 A common way in top-down games 200 00:10:22,122 --> 00:10:24,350 is to follow the scaling of grid tiles. 201 00:10:25,990 --> 00:10:31,579 Usually they go by 16, 24, 32, and 64-bit 202 00:10:31,582 --> 00:10:34,479 and we use those tiles to help scale up the world 203 00:10:34,482 --> 00:10:35,520 that we're creating. 204 00:10:37,310 --> 00:10:38,909 Here's a delicious bento box 205 00:10:38,912 --> 00:10:41,799 that I made for a top-down style game. 206 00:10:41,802 --> 00:10:43,559 Though, it's a bit too big 207 00:10:43,562 --> 00:10:46,370 and doesn't follow the dimensions of the game. 208 00:10:47,570 --> 00:10:48,829 This size would be used more 209 00:10:48,832 --> 00:10:50,530 for a really detailed cutscene. 210 00:10:52,160 --> 00:10:55,209 So I decided to downscale the bento box 211 00:10:55,212 --> 00:10:58,850 and downsize it to each tileset size. 212 00:11:00,640 --> 00:11:05,859 I personally like getting between the 64 to 32 bit range. 213 00:11:05,862 --> 00:11:08,909 Because it offers a lot of room for detail, 214 00:11:08,912 --> 00:11:10,830 even though you have a really small size. 215 00:11:12,220 --> 00:11:15,259 But I actually really enjoy the 16 bit size in this one 216 00:11:15,262 --> 00:11:18,720 because you can still recognize that it's a bento box. 217 00:11:19,730 --> 00:11:21,949 You can mostly see all the main components 218 00:11:21,952 --> 00:11:25,699 like the rice, the plum, the salmon, 219 00:11:25,702 --> 00:11:27,650 the vegetable, and the side dishes. 220 00:11:28,740 --> 00:11:31,509 These are all valid sizes and it's really up to you 221 00:11:31,512 --> 00:11:33,500 to choose which one works best for you. 222 00:11:35,740 --> 00:11:38,179 If you're first starting out making pixel art, 223 00:11:38,182 --> 00:11:40,889 I recommend training yourself in smaller sizes 224 00:11:40,892 --> 00:11:44,259 because it really encourages you to be more thoughtful 225 00:11:44,262 --> 00:11:47,429 and selective about what details to choose 226 00:11:47,432 --> 00:11:50,109 Having it read properly at smaller scales 227 00:11:50,112 --> 00:11:51,949 and understanding how to use 228 00:11:51,952 --> 00:11:53,790 each pixel is really important. 229 00:11:55,190 --> 00:11:59,300 I'd say a small size to work with is under 30 pixels. 230 00:12:00,120 --> 00:12:02,659 Anything larger than that would be like a medium 231 00:12:02,662 --> 00:12:04,129 or a large size. 232 00:12:04,132 --> 00:12:07,140 Kinda like this coffee can or this bento box. 233 00:12:08,820 --> 00:12:10,779 Working in larger dimensions 234 00:12:10,782 --> 00:12:13,259 gives more opportunity for detail 235 00:12:13,262 --> 00:12:15,460 and it's more similar to digital painting. 236 00:12:17,320 --> 00:12:20,119 I recommend working in smaller sizes to train yourself 237 00:12:20,122 --> 00:12:21,169 if you're a beginner 238 00:12:21,172 --> 00:12:24,190 and then slowly work up the larger sizes later on. 239 00:12:25,250 --> 00:12:27,239 But yeah, that's about it. 240 00:12:27,242 --> 00:12:29,129 Thank you guys so much for watching 241 00:12:29,132 --> 00:12:31,259 and let me know what you guys 242 00:12:31,262 --> 00:12:33,339 think about pixel art sizes. 243 00:12:33,342 --> 00:12:35,469 What's your favorite size to work on? 244 00:12:35,472 --> 00:12:38,079 What kind of objects are you guys into drawing? 245 00:12:38,082 --> 00:12:39,839 I can't wait to see your sizing charts 246 00:12:39,842 --> 00:12:42,099 and see what kind of objects you draw. 247 00:12:42,102 --> 00:12:45,009 So in the next video, we're going to be talking about 248 00:12:45,012 --> 00:12:47,079 drawing items in different angles 249 00:12:47,082 --> 00:12:49,380 and talking about each step along the way. 250 00:12:50,720 --> 00:12:53,500 Thanks so much everybody and see you in the next video. 19131

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