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Pixel Art

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Thread replies: 310
Thread images: 118

File: vampstuff.png (5KB, 640x320px) Image search: [Google]
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Post any OC, references, tips, favorites, experience, anything related to pixel art. Also if you're interested in pixel art I recommend @Pixel_Dailies. I'll upload some OC to start off
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I've lost the original files for a few things, sorry for the low quality phone pics.
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File: pipes.jpg (141KB, 885x1024px) Image search: [Google]
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it's shit
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File: griskinpixel3.png (65KB, 455x409px) Image search: [Google]
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>>2480257
u r
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>>2479628
>tips
don't mix resolutions
don't rip off superbrothers (done to death)
learn to draw before you start pixelling
use a program that's actually designed for pixel art (i.e. not mspaint)
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File: Recent.png (22KB, 528x234px) Image search: [Google]
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Some of my recent work.
Fighting game boss type character, knight I never finished, Monster design I never finished, and a Monster Hunter Lagiacrus using Feraligatr's palette. Even ported it into Pokemon Emerald for shits.
A lot of my work is pretty rough and unfinished concepts.
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File: Tiles in action.gif (23KB, 374x363px) Image search: [Google]
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>>2480485
and here is a tile set I made (ripped off of minish cap) that I have been planning to use for a basic game. Posting separately since it's a gif.
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File: idrathersink.gif (7KB, 300x300px) Image search: [Google]
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>>2480485
dragon sprite: note that it's a bit clunkier than the pokemon. the aa on the outlines is part of the problem, notice that the pokemon sprite keeps a consistent 1px thickness and adjusts line weight by using lighter or darker colors for the line. A lot of it is pretty messy up close, try brushing up on cluster control for more intentionality/less scrambliness.

The KoF-style character is pretty good. The two in the middle are too unfinished to comment on, but I will say that it's probably best (in the case of the knight) to finish a rough sketch of the pose/anatomy before you start refining parts.
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File: Pugilist.png (4KB, 240x240px) Image search: [Google]
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Had this sitting around. I want to add more to it, but eh.
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File: spirit.gif (2KB, 32x32px) Image search: [Google]
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Bumping with scary ghost monster.
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File: bountz.png (1KB, 128x128px) Image search: [Google]
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Glad people are actually posting their stuff. Here's a little Dota 2 study, five enemies five bounties.
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Do most people free-hand Pixel art, is working on a layer above a drawing not done?
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>>2482084

I used to free-hand but then I started working with layers, cleaning up rough drafts, allowing more room for error. It's a bit more complicated but the product is more smoothly created, if that makes sense.
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>>2482084
Freehand- it always looks better
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>>2482084
They're both done. The latter works best for large sprites. Smaller sprites, you'll need to compressand optimize things in ways that wouldn't be ideal in a non-sprite drawing, so having a trace-ref is likely going to limit you more than help.
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>>2482107
Oh, cool.
>>2482130
Hmm. Makes sense.

Thanks, you three, for your time and patience.
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something I did a while ago.

https://www.youtube.com/watch?v=qCCezfEnt8w
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File: Dong_Quai.gif (6KB, 100x100px) Image search: [Google]
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made these gifs for a friend, i need to make two more for two different plants, what do you guys think?
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File: Pennyroyal.gif (6KB, 100x120px) Image search: [Google]
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second one
>>2479640
what program is this?
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File: borderpatrolbig.png (2KB, 500x250px) Image search: [Google]
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Started doing pixel art last week for a game we're making at my uni. Feedback would be appreciated
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File: skellydude.png (360B, 26x25px) Image search: [Google]
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>>2482388
The program I use is called Aseprite, it's cheap and perfect for pixel art.
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>>2482499
Very nice for a beginner, may I ask what the game project is?
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>>2482385
>>2482388
very nice
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>>2482356
This is awesome. Thanks for sharing!
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>>2480316
What are good programs for pixel art out there?
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>>2482936
GraphicsGale is probably the most common one.
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>>2482936
I just use the ol P'shop
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>>2482574
Thanks man. We're making a snake/frogger tribute game where you play as a mexican family trying to avoid border patrol so you can get to Trump's wall and get into America. Pic related.
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>>2482962
>>2482963

Which is better?
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>>2482989
Both are high quality stuff. You have to set up Photoshop to be able to make pixelart. GraphicsGale does everything out of the box as it's purely for pixel art.
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>>2482989
In my experience, little ol' G'Gale is easier than big boy ph's.o.p. However, p'op is more features and can do all the same things with some laernig and setup.
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>>2482994
>>2482998

Have you guys tried Aseprite?
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File: jungle.png (30KB, 800x496px) Image search: [Google]
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>>2482936
Personally I use grafx2, it's freeware. From what I've heard, ProMotion is one of the better programs overall.
>>2482962
>>2482963
are also fine, and aseprite seems to be popular right now. There are others,you can check stickied threads in the pixeljoint or pixelation forums for more info.
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>>2483000
I don't see a reason to as it does not innovate anything.
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File: DankAsKhaled.png (74KB, 1129x327px) Image search: [Google]
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Hey, I was wondering how to start to learn to do this kind of art... I am specifically very interested in this guys work... any suggestions would be appreciated!
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>>2482936
aseprite is objectively the best
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>>2483055

what skills do you have? what software do you use? maybe start by sketching (or learning) character design, pixel art, color theory, etc.

here's some resources

(google search for dA tuts)
>https://www.google.com/search?q=deviantart+character+tutorial&source=lnms&tbm=isch&sa=X

(a free pdf - pixel perfect)
cdn.ustwo.com/PPP/PP3.pdf

http://pixelprospector.com/
http://andysowards.com/blog/2012/80-epic-pixel-art-tutorials
http://brandontreb.com/10-great-pixel-art-tutorial-and-free-resource-sites-for-your-games
http://garmahis.com/tutorials/pixel-art-tutorials
http://hongkiat.com/blog/pixel-art-tutorials
http://lesforges.org/
http://pixeljoint.com/
(tutorial)
http://pixeljoint.com/forum/forum_posts.asp?TID=14527 -

http://purloux.com/artwork/tutorials/rundown
http://wayofthepixel.net/pixelation/index.php
http://wildbunny.co.uk/blog/2012/03/01/designing-a-retro-pixel-art-tile-set
http://pixelation.org/

recommended software

Photoshop
Pyxel Edit
GraphicsGale
Pixen
Pixelmator
grafx2
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>>2483094
ik the book is more like design related but in the final pages it shows how to work with grids, guides, etc. so it's quite useful i.m.o.
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>>2483055

If I remember correctly, Shwig went to art school (basically "git gud"). You will have to learn the fundamentals on top of which you'll be able to develop your own style. He draws in Paint Tool SAI using the Binary Pen tool, uses an Intuos 4 graphics tablet, and is well versed in the topics he illustrates.
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File: isocastle.png (90KB, 918x655px) Image search: [Google]
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bump
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>>2484302
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>>2482499
At this point I'd say the important part is just that you keep making a bunch of stuff for the game, assuming you just started with pixel art.

Getting good at pixel art definitely takes time, but whatever level your art is at, I think it can still be charming, and I'm seeing that in >>2482972 for example.

I don't know what the rest of your guys' game looks like, but I'd say try to add as much character as you can or to just make things very apparent. As long as the player knows what's what, it should all be good. (also just from the two sprites I saw I think you're doing well so far!)
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File: random sprites.png (2KB, 148x124px) Image search: [Google]
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here's some small stuff I have on me. All these sprites I drew with references. So far I tend to only do so with tiny 16x16 canvases, but I'm trying to move on up, the 2nd frog is "within" a 24x24 canvas, for example. (also the two frogs used the same ref)
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File: Pmkin knight.png (8KB, 445x286px) Image search: [Google]
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ehhhh... this is mine >_>
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>>2484361
Thank you, I appreciate the kind words. I definitely enjoy doing pixel art, and will probably continue when we're done with the game. It's somehow both challenging and relaxing. I'd like to one day make a beautiful pixel art game like Kingdom and Deer God.
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File: knight.png (887B, 32x32px) Image search: [Google]
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>>2482936
Aseprite is 10 dollaronis and is fucking great.
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File: BrowserPreview_tmp (3).gif (380KB, 500x375px) Image search: [Google]
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some shit i started yesterday for a last minute character

what do you guys use to animate?
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File: Untitled-3.jpg (128KB, 500x375px) Image search: [Google]
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and an ol background
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>>2486663
>>2486667
not pixel art. just sayin'
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File: image.png (101KB, 1536x2048px) Image search: [Google]
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Did this with an iPad app, help please.
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>>2479628
Can you guys recommend me any good guides to start doing pixel art?
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File: prog.gif (42KB, 300x300px) Image search: [Google]
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live updates
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File: huntress base.jpg (32KB, 750x1440px) Image search: [Google]
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Just made this, I'm looking for critiques before I start coloring.
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>>2486969
How will you color this?
Why are you using different colors for the lines?
Save your works as PNG or GIF, never as JPG.
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>>2486968
This isnt pixel art anon
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>>2486977
I'm thinking about a lineless style with cellshading

Just to differenciate different parts of the outline

Didn't noticed i saved in jpeg, thanks for telling me.
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File: 0SB0Vu3.png (8KB, 504x504px) Image search: [Google]
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>>2486961
Heartbeast on youtube has a lot of pixel art videos that are pretty good to follow along with. I would also check out achebit.
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>>2486961
http://pixeljoint.com/forum/forum_posts.asp?TID=11299

If you have questions, ask.
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File: edgar aalen poe.jpg (65KB, 495x932px) Image search: [Google]
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using a mouse in MS Paint.
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>>2487468

my work also gets me to draw coworkers portraits in paint as apart of competition prizes.
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File: colossal_katamari.png (82KB, 476x439px) Image search: [Google]
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>>2487468
>using a mouse in MS Paint.
doesn't make it pixel art, sorry
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>>2479638
what program is that?
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>>2487495
Looks like Aseprite.
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>>2487468
>>2487470

Not pixel art, oekaki
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File: arabianpalacesnake.png (88KB, 942x522px) Image search: [Google]
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>>2487546
I really think oekaki should be phased out as a term, the pixel art community uses it in a much more restrictive sense than its actual meaning.

Either way you are correct, it is too loose to be considered pixel art.
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>>2482361
Comfy as fuck
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>>2487627
were dis from?
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File: ChezburgOrc.png (11KB, 197x195px) Image search: [Google]
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Made it a long time ago for a RPG maker game that never got made.
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>>2488532
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File: Peep.png (10KB, 197x195px) Image search: [Google]
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>>2488536
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>>2484683
Please, the gradient is too soft.
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>>2487627
sik
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File: finished.gif (10KB, 640x960px) Image search: [Google]
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made this last week for a console-tan thread on /v/
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File: octobadge.png (8KB, 110x75px) Image search: [Google]
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Made an octopus today.

Hadn't done any pixeling in a while.
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>>2482972
Had a good kek to that, I really hope you're serious.

Anyway, cute pixel art. Simple and classic.
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File: StreetManAlone.jpg (32KB, 320x320px) Image search: [Google]
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>>2489942
Nice, I like your pixeled shapes, I think the form of the human was done very well. My favorite shapes are his shoes and his left hand. The pixeling can be a little smoother though I think. There's some banding issues for example, and some parts, like the pants/shoes come across as pillow-shaded. The skin tones could also have some more contrast to be clearer. Again though, the human shape and silhouette of it are very good. Pose is nice and expressive too, good stuff! Small note, I recommend saving in png format. Although it's barely noticeable here, somehow, there are artifacts in the image.

>>2489908
Love the textures on this. Lots of nice detail, I can really feel the suction cups, yick! (in a good way). I think the pixel technique is really good on this, I got no crits for that, but I do feel like the colors could contrast more. Really, just the yellows, I think the darkest tone should be darker, the others are fine.

>>2489842
>>2488538
>>2488536
>>2488532
Not really pixel art.

>>2487627
Dunno what this is from but it's both beautiful and really ugly at the same time.
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File: rinpoche.png (14KB, 420x576px) Image search: [Google]
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>>2489942
not bad, lots of banding though, and your palette could be more optimized- several colors are extremely close in terms of value.
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I love you, Cure (no homo tho)
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File: ALIEN IN TUBE.png (9KB, 240x480px) Image search: [Google]
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qritique please
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File: lyonfinal.png (13KB, 249x249px) Image search: [Google]
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>>2491384
I love you too anonymous poster
>>2491385
I'd advise against mixing resolutions. The pigtato looks pretty good but the chunky pixels around it are distracting. Perspective looks off, I'd either go full iso or figure out where the lines need to be for proper 2-point perspective.
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I've got a general question if anyone here can answer it.

How "good" do you guys think pixel artists need to be in order to make art for games? Basically, what are the skillsets game pixel artists should have/should work towards? (mostly in terms of pixel technique, but I wouldn't mind advice on collaborating, etc.). I assume animation is a must, for example, due to many sprites oftentimes having many many frames.
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>>2491401
Not very good at all, really. There are a lot of people wanting to make indie games, like the pixel art style and have money to burn. It's quite a sad industry to get into, really. There is a lot of failure. You don't actually have to be that great to start out making art for games. If you can do something like >>2491385, that would be good enough. Nobody will notice the quadruple stairs besides elitists anyway. You do need contacts though. I got in via a friend.
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>>2491401
the better you are, the better the offers you'll get. you can suck ass and get hired on for small/no budget indie games that go nowhere, or you can be awesome and make art for something that actually gains traction.

Even games with shitty pixel art can get popular though, if the rest of the game design is good. Plebs don't care/can't tell if it's good so long as they see big square pixels that give them nostalgic feels.
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>>2491389
thanks i'll try to fix that when im not lazy
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>>2489908
Liked it very much, have a blog?
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File: scene 8.png (23KB, 465x279px) Image search: [Google]
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just an unfinished level of a game
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yay sprite work takes forever yay
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this is a very old work from me
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Made a poe for shits - made a super simple anim as well.
[made in PS CC]
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>>2492251
that's awesome, anon

would buy and play your game
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>>2479628
what you guys think of this?
http://danfessler.com/blog/hd-index-painting-in-photoshop
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>>2492251
how is this pixel art?
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>>2492351
Beautiful stuff, gotta experiment with index painting some more.

Question: For saving PNGs in Photoshop, there's two options for compression.What does that really mean, considering PNG is a lossless format?
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>>2492465
>all pixel art must look exactly the same cell shaded look
>it's an entire scene at 640x480 consisting of multiple ,64x64,96x96,or 128x128 sprites


Gee anon, I wonder. I only have it zoomed in to 500% to paint individual pixels.

samus is 64x64 in supermetroid.
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>>2492465

It isn't

>>2492682

That is most definitely not pixel art. Pixel art is defined by delibarate placement of every pixel, your picture just appear to be downscaled from a higher resolution.
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File: sprite_alt_health_demo.gif (10KB, 138x42px) Image search: [Google]
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Wip but the meat of it is there, bar around it is ugly as fuck though.
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>>2492692

and the damage loop
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>>2492670
no clue men i usually use save for web (ctrl+shift+alt+s)
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>>2492682
>muh strawman arguments
ain't about style at all. there's just not a lot of concern for individual pixel placement. If there were, you would have notice how destructive JPG is. It's just regular ol' digital art anon.
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>>2479628
why don't people just do real art instead of Pixels?
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>>2492743
0/10
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>>2492722
thats... not how strawman works. The hell is wrong wiht you?

The .jpg compression is shit but that single picture isn't the "art"

>>2492691
it's clearly not just a scaled down image. It's still super rough in areas and the jpg compression makes it look "chunkier" than it actually is. I'll be sure to save it as something better when I finish it.

When I start putting them in engine there's gonna be a lot lot more cleanup. But the image was created in the same way that castle gif was created.

The little mech guy has been the hardest to create so far. I'm going to cheat and make a 3d model to help with turn arounds and animations. That's like... 80 fucking frames.

>>2492339
thanks anon. It's going to be a bit but what I'm aiming for is just a very simple, but playable, demo to showcase movement/weapons/destructable environments. It's gonna be a bit.
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File: scales.png (37KB, 640x480px) Image search: [Google]
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>>2492840
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Have a hard time understanding landscapes and environment lighting
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>>2492743

How Can Pixel Art Be Real If Pixels Aren't Real?
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>>2492840

The fact that you chosed to save the image in fucking jpg format alone tells me you're not exactly an authority on pixel art.

But you can stop lying to us now, anon. It's so clearly a scaled down image it's not even funny. Those horrible jaggies, the white outlines, the chunky pixel clusters... Looks like you took someone else's art, erased the background (and did a bad job at doing so) and scaled it down.
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The altar was made using the Build mapmaker from DukeNukem3d,with extra PSed stuff. Not exactly "pixel art" but here it is anyway.
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>>2493071

Yeah, this has nothing to do in a pixel art thread. I am also learning build/mapster though.
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>>2493058
>you're not exactly an authority on pixel art.
I literally never claimed to be unlike you.
>white edges
From the magic wand because I changed the white backgroud to black last second. Was too tired to make a proper mask.

Good god are you retarded.
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>>2493125

The white edges are a result of anti-aliasing against the white background. Anti-aliasing is something that does not happen by default when creating pixel art but has to be done deliberately.

But ok, I'll humor you.What is your process? Looks like it's based on a 3d render with some painting on top. Then badly scaled down.
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>>2492840
It's exactly how strawman works. You made up arguments that had nothing to do with what I said:
>all pixel art must look exactly the same cell shaded look
Has nothing to do with why your image is not pixel art. Decent looking game assets, but not pixel art.
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>>2493141
>>2493146
why is everyone on this board such a fucking idiot.
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>>2493141
are you seriously this fucking retarded? Seriously, you a massive, completely fucking idiotic, down to the very last brain cell, retarded.

I know it's probably hard for you to read but give this a shot. I used the magic wand. What is that option up there? Just... try your hardest.
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>>2493195
It's a mess. There's some pixel level control, but overall the pixels are just incidental. It could BECOME pixel art, if you spent many hours cleaning up and refining what you've got here.

also be a little less butthurt, you're getting way too upset over this.
>>
>>2493202
Again, what the fuck is "pixel art" to you people.
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>>2493195

I actually like it, so don't get me wrong I'm not "hating" on your art at all but I still don't think it's pixel art. It's just low resolution art. You may be using *some* pixel art techniques but the overall end result is not what I would consider pixel art. Reminds me of what was put out in the mid to late 90's, aesthetics wise. Back then they started to use 3d and rotoscoping a lot in games.

My point about anti-aliasing is that if you're drawing with a brush that as automatic AA, then it's safe to say you're not creating pixel art. As the other anon below says, it could very well become pixel art with a lot of work. Yeah I'm very anal about pixel art so guilty as charged, but I'm not shitposting.
>>
>>2493215

It's simple. For something to be pixel art, every pixel needs to be deliberately placed and not incidental, such as what happens when you draw with a brush that as automatic anti-aliasing.
>>
>>2492692
it seems pretty unnecessary desu
>>
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>>2493227
Most of the pixels, anyway. It's practically impossible for larger, more detailed works to have 100% optimum pixel placement, there will always be a few strays. But you're right in that the focus is on intentional placement of individual pixels, which is why brushes and tools that add tons of colors/gradients/blur/smudge are generally frowned upon. It's fine to use them, but you'd have to do a lot of cleanup afterward.
>>
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>>2493227
oh you mean the pencil tool in photoshop? That I use set to 1px and no opacity settings? Where I had painted in all the colors and gradients without any "brushes". I would have create the same image in mspaint (minus a few helpful thinks like layers) Here is the official definition of pixel art, which is literally how I created my assets.

Pixel art is a form of digital art, created through the use of raster graphics software, where images are edited on the pixel level.[1] Graphics in most old (or relatively limited) computer, console, graphing calculator and mobile games are mostly pixel art.

>>2493236
cellshaded, cartoony, completely finished game that still has a few anti-aliased lines.

that's what defines pixel art to you.

I know mine is a bit messy cus I'm still workin on it. Some parts look considerably better than others. Shits fucking hard.
>>
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>>2493263
There is no "official" definition of pixel art, and if you're quoting the wiki article, please realize that article is absolute shit, not an authoritative source.
>that's what defines pixel art to you.
more of your strawman argument.
>>
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Also, no one is saying that your art sucks. It doesn't. It just doesn't feel like pixel art, or meet most pixel artists' definition of the medium.
>>
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Main character of this wonky rogue-like I'm doing the graphics for. You play as a mage and collect different sets of robes for different powers
>>
>>2493297
>that dude on the right swimming in place in mid-air
>>
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here's a book you guys might like

>John Szczepaniak - The Untold History of Japanese Game Developers

about old arcade games with some pixel art pics and techniques.

https://www.mediafire.com/?7b64makpayqa7eb
>>
>>2493295
yooo
that's fuckin sexy
>>
>>2493324
will check out
>>
>>2493324
with some luck i just found this (lots of infographics about pixel art and somehow the pics are good to view from a 2014 thread)

https://foolz.fireden.net/gd/thread/189358/
>>
>>2493228
Probably right
>>
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herder
>>
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What do you lads think?
>>
>>2493468
The pitting on the front would be better without outlines,use the shade. Also, you picked a jagged angle for the isometry!
>>
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>>2493387
not by me, but you can check out here work on pixeljoint, her handle is "arachne". this one is hers also
>>
>>2493683
fukn gay
>>
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Newfag here, started a few days ago. Pls teach me anons
>>
>>2494454
The complete lack of contrast between skin shades should tell you that the second shade isn't necessary. The cape in the animation shrinks right before the loop. She's got her right hand, and her left ends in a nub for some reason. Keep working at it anon.
>>
>>2494454
Biggest issue plebs will notice is the fringe and tail imho.
>>
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>>2494486
>>2494457
changed a few things, not sure if for the better or worse
>>
>>2494449
>get home
>hope to see some criticism
>fukn gay
T-Thanks anon.
>>
>>2494514
When showing, keep it at 2x or 1x the sizes, if people want to see it up close they can load it in a program and zoom in.
The animation at the face and of the skirt doesn't do much and is more just flashing pixels.
Differentiate the groups that move more or leave it out.
>>
>>2494516
the figure is too blocky, you can have a simple style while maintaining a little elegance. there's banding in the hair. the relationship between the figures and the flowers is murky. the structure of the flowers is also uncertain. I think the best thing to do is study human and flower anatomy, it feels lacking here.
>>
>>2491683
I'm ratman on Pixeljoint, but only have an old dragon sprite up. I'll have to start using it again.
>>
>>2491372
Thanks for the critique, yeah, I should have pushed the contrast more. Will keep it in mind next time I do pixeling!
>>
how do I into animated pixel art?
>>
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>>2495469
learn animation, learn pixel art, combine knowledge, presto
>>
>>2495469
>Step 1- Travel to Tibet
>Step 2- Become buddhist monk
>Step 3- Master infinite patience
>Step 4- Create pixel art
>Step 5- Make it move
>Step 6- Consider where your life is heading
>>
>>2483094
saved
>>
>>2483094
>recommended software
you forgot Aseprite
>>
>>2495852
and Pro Motion
>>
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>>2495469
>>
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>>2495469
>>2495892
>>
>>2493771
other angles just looked off to me for some reason. Either they were too low or too high and gave me this really weird feeling when I looked at it. I play on adding a bit of anti-aliasing on any of the lines like that so counter the jaggyness.

Those are just the outlines. They won't be in the final version. I posted it because some of the dumbasses here were saying I just downsized a photo.
>>
>>2495895
Kind of overkill no ?.
At that point you're just making a regular animation.
>>
>>2495944
no, a regular animation would be easier because you can do things like tweening
>>
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>>2494514
Samefag here, made some basic walk cycles
>>
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>>2496206
One more for you all
>>
>>2496208
Is her finger an erect dick
>>
>>2495895

Fucking hell man... I prefer snappier animation styles in pixel art anyway.
>>
>>2495937
I see that chain now. The original wasn't PA though, just low res painting. It is still a nice sprite.
>>
Any good pixel art book you guys would recommend?
>>
>>2496239
>PA

It was rough but yes it started as that outline and I painted it with the pencil tool in photoshop with no opacity or aliasing.

It's pixel art. It's the definition of pixel art. It's messy in parts but it was painted one pixel at a time.
>>
>>2497313
There are none.
>>
>>2497334
christ quote the wrong person

Meant for ----> >>2496674
>>
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The best program to convert landscapes into pixel art?
>>
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I drew a fat snowman
>>
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>>2499153
and a turnip man in a pumpkin suit
>>
>>2494514

I dunno what the other anon was talking about, the cape looked way better when it was shrinking in size as it collapsed. Naturally, a cape does appear to grow and shrink when it waves in the wind.
>>
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start screen for my game
>>
>>2499437
Is that Mr.Mountain the playable mountain I see there?
>>
>>2499444
huh?
>>
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Second time doing something like this. Would love some criticism/advice. Thanks.
>>
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http://rolandoortiz.tumblr.com/tagged/pixel%20art

for more
>>
>>2499753
>undertale fanart
>trashcan on the right
is this supposed to be ironic or something?
>>
>>2499437
still not pixel art
>>
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any recommended app for make pixel art on iPad? preferably able to make sprites
>>
>>2499215
I think your stuff is really cute anon. Keep up the good work!
It's simple yet you can see the detail in shadowing and the clean shapes
>>
>>2499090

You mean digital paintings or photos? You scale down the image in Photoshop and reduce the colors with indexed color. Play around with the settings. Use as base/underlay. Stylize to taste.
>>
>>2499954
you faggots need just to fuck off already
>>
>>2500747

It's not even close to pixel art, and if you can't see that you need to fuck off and read some pixel art tutorials.
>>
>>2500750
again, just fuck off already you fucking retard. You're just as bad as all those graffiti faggots and their pretentious levels.
>>
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>>2500010
thanks! Made some snake cultists
>>
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this is a 1911 pixel art i tried
>>
>>2500787
It's like going into an oil painting thread and posting a bunch of watercolors. Then getting all butthurt when they tell you your work doesn't fit and calling them names. It's great if you have fun making mspaint scribbles, but there's a whole board for that:
>>>/i/
>>
>>2500787
why the fuck would you even choose that style for your game if you're not going to do it properly

just go full on digital painting, it will look better
>>
>>2500872
An eye is the cliche thing for a first drawing. A gun is the cliche for pixel art
>>
Most of you have the same tendency of making your "sprites" way too large, while at the same time not detailed enough to justify that size.

I get the feeling a lot of the people with a boner for pixel art are too young to remember the time when you actually had to make all your digital art with the limitations those old computers had.

Would probably do good to many of you to load up Deluxe Paint in an Amiga emulator and adapt to the limitations like old fags had to.
>>
>>2501128
and a sword. and a tree.
>>
>>2500789
would edit if 1x.

the highlights feel a little blown-out. You could do more with clusters to define the forms, there's still more you can express at this resolution if you use your pixels wisely. good start though, the snake lady is by far my favorite.
>>
>>2501326
And the infamous grass tiles when making their game
>>
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>>2501334
help is very much appreciated <3
>>
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>>2501385
Also I'm using this palette because I'm trash at colors
>>
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>>2501385
The brightest color was basically white, which is something I'd generally save just for specular high lights (note that I didn't use any white in the sprite edit). I gave the skin a greenish tint for a sickly, snakish look. I reused these colors in the snake body, in order to unify the palette a bit instead of having completely separate color ramps for different sections. The face had a lot going on, so I simplified the forehead and erased the nose. I also reduced the size of the ear to more natural proportions. Don't get overly concerned with details on small sprites, it's often best to leave them out and keep it simple. Otherwise you'll have nostrils the size of eyballs and poor readability. I detected a case of hidey-hands, either because you're not confident enough to draw arms/hands or because you feel they are too complex for such a small sprite. Doing something with the arms gives her more of a personality. The snake body bends awkwardly at places, making it feel as if it's flat rather than round, like a tapeworm rather than a snake. The outline color looked weird around the hair, since it's nearly the same value as the darkest hair color, so I darkened (and saturated) the outline and lightened the hair a bit. I wasn't really sure what was going on with the hairstyle, so I made it more symmetrical, but ignore this if it's not what you're going for. I also defined the breasts and neck, and slimmed the shoulders to make them more feminine.
>>
>>2501690
Wow, thanks! I love your edit. I'll definitely try to revise and keep your comments in mind for future sprites.
>>
>>2501690
That's a nice edit. Do you have a blog or a pixeljoint account or something?
>>
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I like pixel art
>>
>>2502240

That's one edgy brotha
>>
>>2502290
>edgy
commit sudoku
>>
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I never really tried animation or pixel art before, easing myself in now for a project, thoughts?
>>
>>2502303
Action lines are often used in pixel art for sword motions, like in a lot of animations.
Deforming the sword to fit the motion makes quick motions look less like a slideslow.

I think you did a pretty good job on it.
>>
>>2502318
thanks! i'll give that a shot, it never occured to me
>>
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>>2502303
>>
>>2493300
so it's magicka?
>>
>>2502449
>game with swords, huh? So it's Dark Souls?
>>
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>>2502563
>no pay
I hope you realize you're the cancer
>>
>>2482361
How in the hell did they manage to show so many leaves and make it not busy as fuck or take your eye away from the center?
>>
>>2502723
desu it looks busy af to me
>>
>>2502723
Super low contrast in value and it's a flat pattern. They also kept the shadow one flat tone so it isn't too busy. Your eye is directed to the main areas because there are strong values and colours there.
>>
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>>2502563
You looked at this thread and thought anyone posting here is worth hiring? Even for free?

Wow.
>>
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>>2502783
post ur work
several decent artists ITT
>>
>>2502793

Are you Logan Tanner? If so, lovely work, but you really need to reconsider the presentation of your pixel art on your web page. They are displayed at odd sizes, giving a ugly blurred result that's really unecessary and frankly plain incorrect for pixel art.
>>
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>>2502805
I had never noticed, I slapped that website together in a night. Good point though, I'll look into it.
>>
>>2502563
Sorry Ben, I'm afraid I can't work with somebody who makes MLG images, proudly consumes overpriced weeaboo drinks and snacks from an Asian food market, and owns the Jar Jar Binks 3-D Adventure Game. Even just a casual glance at your online presence has shown that you are not the type of person with whom I would want my name associated.
>>
>>2502823

Great, I just think your work deserves better. Did you do the tower girls sprites btw? Looked like your style if I remember correctly.
>>
>>2502782
This one is amazing. Who made it if I may ask?
>>
>>2502872
You may not ask.
>>
>>2502866
Nope, not affiliated with that at all. I don't think I've even seen towergirls sprites.
>>
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>>2502886

No I mean as in post in the thread. Now that I look at it again, it doesn't look as much as your style as I rememberd it but it's still nice art.
>>
>>2502735
>>2502723
it's also in a relatively high res compared to other posts.
>>
>>2482936
I use yychr. It acctually limits how many colors you can use.
>>
>>2501065
god you're such a faggot.

I have seen watercolor paintings look like oils. Does that mean they aren't watercolors then? Just because something doesn't fit the norm of that media doesn't mean it isn't created in that same method.

You're confusing style for media ya fuckin tard.
>>
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>>2503103
>Just because something doesn't fit the norm of that media doesn't mean it isn't created in that same method.
But it isn't the same method. That's the point. Same medium, completely different approaches.

I'm not confusing style with medium, but I think you're confused about pixel art. It isn't a medium unto itself, digital art is the medium. If we were to define it by the medium alone, then all digital paintings would be pixel art. Pixel art is distinct from the broader field of digital art because it is the application of a particular method to that medium. The method behind pixel art predates computers (pic related, 18th century), but does not itself have a name.

But just scribbling with pixels is not pixel art. The pixels are incidental at this point, just as they are with regular digital art, or digital photographs. The conscious and extensive manipulation of the image at the level of the individual pixel is what defines the pixel art. And before you object, this does not mean that one must place pixels one at a time or refrain from any particular tools- it's about the end result much more than the process you took to get there.
>>
>>2502878
Ok that made me chuckle but at the same time I'm disappointed that you're the only reply
>>
>>2503204
try the little blue arrow...google image search...
really guys it's 2016
>>
>>2503178
>Same medium, completely different approaches.

If you approach it by painting each pixel by itself it's pixel art. That's all there is to it.
>>
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My first go at actual pixel art. Had some time to kill at work and just kinda ad-libbed it. Any good?
>>
>>2503211
Not really though. You don't literally have to place each pixel individually. It's fine and common to use the line tool, or bucketfill, or to sketch things out with a larger brush then refine from there. You can use any process you want so long as you control the result.
>>
>>2503213
not bad. a little busy, readability could be greatly improved by thinking more about pixel clusters and thus simplifying some of the more confusing areas like the knees.
>>
>>2503211

But this >>>2499437
is obviously just painted with a aliased brush. It's not pixel art, atleast not yet.
>>
>>2503220
what? There is no anti-aliasing goin on in that. MAYBE the planets/text but everything clearly isnt.

>>2503217
To better say it, if the painting is so small it needs to be painted on the pixel level is pixel art. Painted without the assistance of the computer for gradations/anti_aliasing/scaling.
>>
>>2503232

Aliased as opposed to anti-aliased. Just because you are drawing with the pencil tool in photoshop or any other graphic software that allows aliased brushes doesn't make it pixel art. You have to carefully design and arrange the placement of the pixels, not just sketch them out loosely. There is no pixel level control in that image. It's just a sketch.
>>
>>2503247
Then it's bad pixel art.

But it's still pixel art. There are obvious sections that use controlled pixel placement for dithering in that image.
>>
>>2503291
No, there isn't a single thing resembling pixel art in that image. It looks like crudely drawn MSPaint.
>>
>>2503178
In regular art, pixels are intended to be mathematical points. You can apply any resampling filter to it and it will still make sense. In pixel art, pixels are intended to be squares/rectangles. If you think of them as points then there is deliberate aliasing. Hinted fonts are a kind of pixel art. The intention is what matters, not the technique.
>>
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My most recent attempt. I don't totally hate it, so that's progress.
>>
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>>2503333
Scale it back to 300x300 with nearest neighbor and you can fix it.
>>
>>2503333
I quite like it.

>>2503412
New to pixel art, what are the best ways to achieve that? Been using aseprite so far and I don't think there's nearest neighbor built in.
>>
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>>2503577
Any image editor should do nearest neighbor scaling. You seem to have drawn a 300x300 image and then scaled it nearest neighbor to 375x375. Luckily this is a non-destructive edit and you can scale it back. Look how much cleaner it is at the correct size.
>>
>>2494516
S-S-S-S-S-Stop pretending to stutter when you type. It makes me want to hurt you.
>>
>>2503663
t-this
>>
I don't find it practicable to change colors / hue etc in aseprite. If for example X color I used ends up not being exactly what I wanted and I'd like to lightly alter it to try things out, etc I mean. On SAI or photoshop it's really easy to do this, but on aseprite I have a hard time - am I the only one?

I really enjoy the program all around but this is my biggest complaint so far. I also dislike having to go on SAI or PS once my work is complete to do final adjustments. Perhaps I'm doing something wrong or missed on something though.
>>
>>2503792
In graphicsgale if you change the colours in your palette, they change in the image
Asesprite doesn't do this?
>>
>>2479628
Anyone know how to increase the visible size of the palette in Graphics Gale?
>>
>>2503597

Dope tip! Thanks! I vaguely recall having scaled it, so good eye on that.
>>
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>>
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some neat stuff here >>>/wsg/970300
>>
>>2504417
Thanks.

New thread : >>>/wsg/1033985
>>
>>2503797
It does, but not for the whole picture, or at least I haven't found a way to edit the hue / saturation of my whole work at once through aseprite.

Sorry I expressed myself badly, I'm kinda new to digital art as a whole.
>>
I've got a question, how good do I have to become as an artist to get into pixel art?
I'm still a beginner and only started drawing a week ago but my main interests have always been pixel and concept art
How can I assess my skill level and if its appropriate for me to get into digital art in general?
>>
>>2504723
Opinion from someone who's only been studying art seriously for 4 months now : I see pixel art as a medium, so your question is rather vague, I'd say it depends on what you'd like to do / your goals.

If you'd like to do simple sprites/tiles and such (think old school games/RPGs) you could start doing those without much efforts. If on the other hand you'd like do draw really good pieces like most of the stuff you can see here >>>/wsg/970300 then the answer is rather obvious : you'll need to study plenty of things, like painting / color values, etc. Same goes for characters. Unless you only wish to draw small characters (think cute character sprites from 2D Pokémon games) you could learn how to this right now, but if you'd like to do more elaborate characters you'll need to study and learn anatomy, etc.

Either way I don't think there's something such as bad practice so get a program and start getting used to pixel art by doing all sorts of tutorials as you study things related to your art goals on the side.
>>
>>2504723
http://mediafire.com/download/93ka9a4x6grdlvt/pxl.rar
it depends on how much time per day you expend on it.
>>
>>2504780
>>2504810
Thanks, I'll just keep going with the fundamentals until I get a tablet. I'm more interested in creating cute sprites but at the same time its not my only goal when it comes to art
I would love to get into concept art too like I said before and I know that requires plenty of skill. I think I'll do pixel on the side when I'm bored of grinding my studies
>>
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my WIP adventuring party for an animation im doing. Not great at pixel art but I'm getting better.
Sorcerer, rogue, cleric, barbarian.
>>
>>2504840
Tablet isn't needed for pixel art btw.
>>
>>2504919
I know but I'm getting one in around a week or so, I have the money for it anyway
>>
>>2504926
Well actually forget about what I said, since it'll be much easier to sketch with your tablet rather than sketch on paper to then scan it.
>>
Any programs that could make animating pixel art less of a hassle?
>>
>>2504983
These >>2483094 + Aseprite and Pro Motion.
>>
>>2504983
>>2504993
Or do you mean something that will let you scale down rough sketches while keeping their detail, and then let you draw the sprite over it? I think you can do that with Sai, but I don't know what else has that function. But I imagine you can work around it with anything that can handle both vectors and rasters.
>>
File: mario1.png (2KB, 56x74px) Image search: [Google]
mario1.png
2KB, 56x74px
>>2505004
>something that will let you scale down rough sketches while keeping their detail
If you're making big (eg. fighting game style) pixel art this can work, but for smaller pixel art it's better to start as pixel art, not convert anything. Consider the reason why Mario has a mustache. The character was specifically designed so it would look good with very few colors and small size.
>>
>>2504365
first pixel comic I've seen that doesn't suck
>>
File: STEAM.gif (52KB, 396x505px) Image search: [Google]
STEAM.gif
52KB, 396x505px
>>2504919
still pretty useful though. vital for me.
>>
>>2479628
Someone explain to me the difference between "pixel art" and just painting something, then shrinking it down so much it becomes pixelated. Because I've done DOOM sprites, and I just paint them like normal, then shrink and expand them.
>>
File: shine plz.png (22KB, 511x620px) Image search: [Google]
shine plz.png
22KB, 511x620px
>>2479628
someone plz show me to learn to use shine
>>
>>2486968
this is not pixel art nigger
>>
>>2505260
post in native resolution (1x)

also this:
http://androidarts.com/art_tut.htm
>>
File: sprite 1.png (9KB, 250x250px) Image search: [Google]
sprite 1.png
9KB, 250x250px
>>2505260
fixed
>>2505295
>>
>>2505211
>>
>>2496208
>>2496206
https://en.wikipedia.org/wiki/Aposematism
>>
File: Prrr.png (6KB, 607x612px) Image search: [Google]
Prrr.png
6KB, 607x612px
I just wanted to try something new
>>
>>2505447
So it's just being purposefully autistic then.
>>
>>2506201

kawaii
>>
>>2506227
The dark pixels under Mario's nose are both his mustache and the outline of his nose at once. He wears a hat because the brim only needs one pixel height to look good. In pixel art every pixel has a purpose. The lower resolution you work at the more autistic you need to be.
>>
>>2506201
dont ever resize me or my daughter again
>>
>>2506290
Hearty kek
>>
>>2505447
>>2506227
It's funny that pixel art needs to be defined like that now

When in reality it was just how artists had to fight the limitations of the hardware back in the 80's and early 90's.

If your sprite can't be larger than 16x16 pixels and you're limited to using 4 colours you have no choice but to make pixel art.

So yeah if you make pixel art with modern computers then it's about purposely "being autistic" i.e. imposing strict limits on yourself like how many pixels and colours you can use.
>>
File: high rez pixel art.jpg (323KB, 523x1000px) Image search: [Google]
high rez pixel art.jpg
323KB, 523x1000px
>>2506321
>draws something

>scales down

>calls it pixel art

>not understanding why boundaries are boundaries

pic related
>>
>>2506321
there are no rules on how many colors you can use. use as many as are needed. low color counts just aid in palette cohesion. there are also no rules on how many pixels you can use, but once you exceed a certain size, it becomes unfeasible to complete the piece, given how tedious a medium pixel art is.
>>
File: monzzz_cure.png (43KB, 383x326px) Image search: [Google]
monzzz_cure.png
43KB, 383x326px
>>2506227
le autism me-me XD
>>
>>2506458
Not an argument.
>>
>>2506455
>there are no rules on how many colors you can use
Try telling that to the graphics hardware of a Commodore 64.
>>
>>2506496
less a rule than a law, you couldn't break it if you wanted to. the context here is contemporary pixel art though.
>>
>>2506485
>argument by example
>>
>>2506655
>implying that artist isn't autistic

Missing your point here.
>>
>>2506538
so yeah, why are you talking to me about rules
>>
File: orcs_bigbrother.gif (47KB, 450x320px) Image search: [Google]
orcs_bigbrother.gif
47KB, 450x320px
>>2506740
Because someon falsely claimed that modern pixel art is about arbitrary color and palette size restrictions. Follow along.
>>
>>2506752
You mean like in the picture you posted?

What is it about then if not restricted dimensions and palette sizes? I'm genuinely confused now.
>>
>>2483094
what about something like this?
http://2dwillneverdie.com/tutorial/
>>
>>2506496
>SNES had 32k+ colors.
>b-b-but commodore 64 i-is the only system to have TRUE pixel art
You're a faggot.
>>2506778
because systems that use pixel art have been capable of a full color spectrum since the 80s.

Do you dumbasses not get it yet? if the painting or whatever requires ithe artist to blow the image up 500% and manipulate individual pixels to get the desired effects or details it's pixel art. An image can be 1920x1080 and still be pixel art. It can be realistic and still be pixel art.
>>
>>2506790
Are you honestly saying SNES doesn't have hardware limitations? Even in screenmodes where you had a large palette you were limited in resolution in all of these systems. The resolution was the biggest limiter in what you could do, that's why pixel art is usually small.

Who said a large piece of pixel art can't be pixel art? You're just making up your own strawmen now. You can't be this fucking autistic.
>>
>>2506790
>It can be realistic and still be pixel art.
Only if it's depicting Lego.
>>
>>2506792
I was clearly talking about colors. The SNES was not limited by the number of colors it could display. Other consoles that came out in the late 80s had pretty good color abilities as well.

>Who said a large piece of pixel art can't be pixel art?
>>2506778
>What is it about then if not restricted dimensions and palette sizes
>you're just making up your own strawmen now
>You can't be this autistic
Why are you such a fucking retard? Is reading hard for you? Have you graduated highschool yet?

Are you autistic?
>>
>>2506825
>What is it about then if not restricted dimensions and palette sizes
And this translates to "there is a divine rule that states that dimensions and palette sizes MUST be restricted to the following..." ? How?

In contemporary pixel art, the artist chooses which restrictions he places on himself. These restrictions are still important, without them, there is no need for pixel level control or any of the shit you faggots sperg about, and you might as well just a scale a photo and call it done.
>>
File: SuperMetroidMapMaridia.png (3MB, 8560x5168px) Image search: [Google]
SuperMetroidMapMaridia.png
3MB, 8560x5168px
>>2506833
>What is it about then if not restricted dimensions and palette sizes
>What is it about then

Do you not understand how to read? This is just another way of saying ->

>The rules defining pixel art are restricting dimensions and palette.
>If that isn't the case, then what does define pixel art.

Are you such a fucking autistic faggot you can't just admit you were wrong? You literally posted "Who said a large piece of pixel art can't be pixel art. You're just making up your own strawmen now."

When (I'm assuming this post is yours >>2506778 ) you just said that pixel art is about restricting dimension and palette. Which means if it's over a certain size or contains too many colors disqualifies a piece of art as pixel art.

>These restrictions are still important, without them, there is no need for pixel level control or any of the shit you faggots sperg about

No, these restrictions you are talking about (which, I guess you are saying them now? The fuck is wrong with you) are not what make pixel art pixel art. Consoles that require pixel art have not been limited by color since the 80s so limiting your color palette isn't an issue. Not only that, but resolution isn't an issue either since you can display an entire Super Metroid map in a single image. And literally everyone agrees Super Metroid is made up of pixel art. If putting together multiple pixel art sprites into a single image disqualifies it as being pixel art that is some stupid fucking logic.

So what is pixel art? The literal definition is "Pixel art is a form of digital art, created through the use of raster graphics software, where images are edited on the pixel level." and most people that make it define it the same way. Nothing about colors or dimensions. Just the fact pixels have to be carefully manipulated and purposeful in their placement

You're so fucking retarded you can't even remember shit you've said and constantly changing your argument while at the same time denying you did.
>>
File: monks5_fool.png (121KB, 640x1211px) Image search: [Google]
monks5_fool.png
121KB, 640x1211px
>>2506790
this guy gets it
>>
I'm not even sure what you guys are arguing about anymore as if I'm not mistaken everyone agreed on what pixel art is.
>>
>>2506847
The graphics in that Super Metroid map still follow the rules and restrictions of the hardware it was made for.

>You literally posted "Who said a large piece of pixel art can't be pixel art. You're just making up your own strawmen now."

>When (I'm assuming this post is yours >>2506778 (You) ) you just said that pixel art is about restricting dimension and palette. Which means if it's over a certain size or contains too many colors disqualifies a piece of art as pixel art.

The error which you continue to make because you are too fucking dense is that you read "restricting dimensions and palette" as "there exists a universal standard by which something can be defined as pixel art". There is no universal rule on which dimensions can be allowed in pixel art, and yet every pixel artist chooses some limits for themselves (if there is no hardware choosing it for them)

That does not invalidate it as pixel art, and neither it is in contradiction with my argument which has been consistent since the beginning.

It could perhaps be argued that the "purest" form of pixel art is the kind that is designed with a specific hardware's limitations in mind, but I never made that argument, you just think I did, for some reason. My original post was merely a musing about the state of things.
>>
File: suki.gif (39KB, 500x500px) Image search: [Google]
suki.gif
39KB, 500x500px
my first go
>>
>>2506676
>implying he is

you need evidence to back up your claim anon
>>
NEW THREAD : >>2509410
NEW THREAD : >>2509410
NEW THREAD : >>2509410
Thread posts: 310
Thread images: 118


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