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General Discussion / Resizing Practice Thread
« on: February 09, 2016, 01:52:41 pm »
Hi.
Due to recent disappointments, let's start of with:
You don't have to do this.
This is not necessary to learn pixel art.
It's not the only way to get where you want to go.
These are just the insane kinks of a strange man.
So, now that's out of the way, if you're still reading you probably know what's up. For work recently I drew an irregular tile, which then I found was too dense, too realistic for the art direction of the game.
As you would expect, this also tiles.
In any case, a solution to our problem with the game I'm working on was to double size this and clean it up further.
and here it is also tiled:
Try to zoom in and really take a look at the way the pixels touch. You probably won't find too many single pixels either, but that's neither here nor there.
What I want you to try to do in this thread is to take pixel art you've done in the past or just now for our purposes and when you're reasonably happy with it, blow it up 200% and try to clean it up, keeping in mind a couple of directions:
1. try to be creative with how you space shapes closer than two pixels away. Effectively, right after you've blown something up, you are creating a *subpixel distance* there. This is very, very powerful, but if you use it too much then you have achieved nothing by blowing things up 200% to begin with. Likewise, for any line or dot that is less that 2 pixels x pixels fat, you're effectively subpixelling. But on a stable, static image. Ponder the implications of that second power of detail as you do this.
2. make your cleanup with attention and creativity, you don't want it to look like some superSAI filter (or at least not too much, perhaps you like that look). Think a lot about how to solve shapes and curves as you're uprezzing. Are you going to make things more angular, or try to solve them with antialias? If you antialias, are you going to use single pixels? Will it weaken the effect if you do?
Let's talk about this as people try it instead of me just infodumping leading ideas in this thread.
Due to recent disappointments, let's start of with:
You don't have to do this.
This is not necessary to learn pixel art.
It's not the only way to get where you want to go.
These are just the insane kinks of a strange man.
So, now that's out of the way, if you're still reading you probably know what's up. For work recently I drew an irregular tile, which then I found was too dense, too realistic for the art direction of the game.
As you would expect, this also tiles.
In any case, a solution to our problem with the game I'm working on was to double size this and clean it up further.
and here it is also tiled:
Try to zoom in and really take a look at the way the pixels touch. You probably won't find too many single pixels either, but that's neither here nor there.
What I want you to try to do in this thread is to take pixel art you've done in the past or just now for our purposes and when you're reasonably happy with it, blow it up 200% and try to clean it up, keeping in mind a couple of directions:
1. try to be creative with how you space shapes closer than two pixels away. Effectively, right after you've blown something up, you are creating a *subpixel distance* there. This is very, very powerful, but if you use it too much then you have achieved nothing by blowing things up 200% to begin with. Likewise, for any line or dot that is less that 2 pixels x pixels fat, you're effectively subpixelling. But on a stable, static image. Ponder the implications of that second power of detail as you do this.
2. make your cleanup with attention and creativity, you don't want it to look like some superSAI filter (or at least not too much, perhaps you like that look). Think a lot about how to solve shapes and curves as you're uprezzing. Are you going to make things more angular, or try to solve them with antialias? If you antialias, are you going to use single pixels? Will it weaken the effect if you do?
Let's talk about this as people try it instead of me just infodumping leading ideas in this thread.