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Messages - Helm
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31
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.

32
General Discussion / Re: finding a balance, and where pixel art stands.
« on: February 09, 2016, 01:38:07 pm »
Pixel art is something you can get the handle on in 3-6 months if you come to it with solid fundamentals. Learning to draw what you see instead of what you thought you saw, conveying volumes and textures and their interplay with light will take a lifetime.

If you can help it, go 90% fundamentals 10% pixels.

33
General Discussion / Re: The History of Pixel Art
« on: February 07, 2016, 07:38:45 pm »
It's insane to say eBoy didn't leave an impression on the popular perception of pixel art. It's like, a thousand times more influential than the cultural footprint of pixelation.

34
General Discussion / Re: The History of Pixel Art
« on: February 04, 2016, 05:40:00 pm »
Yeah, this is a wonderful resource. Thank you, Cure

35
General Discussion / Re: Ramblethread! A brainstorm approaches!
« on: February 04, 2016, 07:54:30 am »
Very interesting. Starting from brightest square values, my eye seems to want 30-35-25 outline values for most entries.

36
General Discussion / Re: Bramblethread
« on: February 03, 2016, 05:45:09 pm »
I never wanted these ideas to be condensed into any sort of ruleset. It's just that the gravity of history and the continuity of a place like Pixelation makes it seem like they are.

37
General Discussion / Re: Bramblethread
« on: February 03, 2016, 02:56:14 pm »
I became upset reading that twitter thread, although I shouldn't have.

Sadly, a lot of cluster theory has become synonymous with Pixelation and because Pixelation is a place with history and continuity, it has been painted by Pixelation's power. Any historical institution (as a long-lasting web forum) generates power, and that power turns things from radical new concepts into old stone to be smashed by new young punks. All well and good, honestly. That's why I left, to try to divorce the cluster theory stuff from my persona, Helm, a long-time moderator in Pixelation. That's why I'm so glad cure reconceptualized and cleaned up the ramblethread into a compact, neutral and highly useful tutorial. I think that knowledge has gotten around in that form in a much more useful way.

Obv. it's not enough and now cluster theory (which is pretty fucking out there compared to LET'S MAKE SOME GAME ART, GUYS!!) is seen as an old, conservative thing, highly academic and not worth the trouble.

I'm glad several people stuck up for concepts and methods that have positively impacted their artwork in the past. Thank you :)

38
General Discussion / Re: The History of Pixel Art
« on: February 03, 2016, 02:31:39 pm »
Quote
We even managed to influence quite a few old timers, like Henk Nieborg.

In what way? Is there a quote on the matter? Seemed to me Henk Nieborg always had pretty clean technique, even on the Amiga before Pixelation ever existed

39
General Discussion / Re: THE MUSCLE BABY THREAD
« on: September 25, 2015, 10:00:24 am »
 :(

40
Keep in mind that if you're upscaling pixel art 3x or so, then even if the aspect ratio is not exact 1:1, and you get a few irregular pixels most people won't notice. If you avoid dithering and a lot of single pixel stuff, wonky aspect can fly under the radar.

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