Creating Pixel Art
Creating Pixel Art
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cure Topic: The Pixel Art Tutorial
Commander Posted: 27 November 2010 at 10:04pm
Purpose:
This tutorial is designed to explain what pixel art is, what pixel art isn't, how to get started making pixel art and how to make
your pixel art better. It is an attempt to consolidate the information scattered throughout the "noobtorials" thread and
elsewhere. For more advanced information on what makes pixel art tick, the reader is advised to read the less general
tutorials found elsewhere, as well as the Ramblethread! found over at Pixelation, which offers a more in-depth analysis of
pixel clusters, banding, and anti-aliasing, and is the source of much of the information found in this tutorial.
Table of contents:
I. What is pixel art?
1. Why not all digital art is pixel art
2. Why it's not just about the tools
V. Creating a palette
1. When should I worry about colors?
2. Color counts
3. Saturation, hue, luminosity
4. Hue-shifting
5. Color ramps
Alright, so no photographs. But if I make my art on the computer, then it's pixel art, right?
No. Pixel art is a very specific sub-category of digital art. It isn't what it's made of so much as how it's made.
For example, this digital painting is art made on the computer, and it is made of pixels, but it is not pixel art:
If the pixel art loses the sense of the importance of the pixels
which construct it, then I don't think it can be called pixel art.
It is when the pixels hold importance to the nature of the work
which defines it as pixelart. - Alex HW
The features of this parrot change drastically, but only a few pixels are different.
Other digital art forms use many tools you won't find in pixel art. The reason pixel artists don't use these tools is because
they place pixels in a manner that the artist can't predict. These automatic tools blur, smudge, smear or blend the pixels.
Any tool that places pixels automatically (which means the computer makes decisions about the placement of pixels rather
than the artist), is generally frowned upon in pixel art. Remember, pixel art is all about control.
An automatic tool has been used to blur the edges of this grey blob
You'll often hear people complaining "This isn't pixel art, it has too many colors !" This isn't because there's some unwritten
rule in pixel art that says "It's only pixel art if it has [X] number of colors", you're allowed to use as many colors as you want.
The main reason that people complain about color count is that a high amount of colors can indicate the use of dirty tools.
Dirty tools create a lot of new colors in order to achieve their blurring, smudging, or transparency effects. People also mention
high color counts because larger palettes are more difficult to control, but we'll get to that later.
But it isn't pixel art. This is what we call oekaki. If you can create the image without zooming in, chances are it isn't pixel art.
If you're using the line tool and flood-fill most of the time, you're not paying attention to the individual pixels, just the lines and
shapes that the pixels make up. The same goes for rough sketches made with the pencil or brush tools. These methods ignore
the importance of careful, deliberate placement of the individual pixels.
While the most common misconceptions about pixel art are due to too loose of an interpretation of the medium, there are
some who have too strict a definition of what makes pixel art.
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Start small- The larger the image you're trying to make, the more time and work it's going to take to complete it. Don't make
this tough on yourself, use a small canvas. Pixel art can convey a lot of information for its size, you'd be surprised how little
Joined: 08 June 2017 room you need if you control the pixels properly.
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Posts: 2854 Use a limited palette- If you can't make a good sprite in 4 colors, using 40 colors isn't going to help. Using a small palette is
especially good for beginners because it forces you to focus on pixel placement and the relationships between groups of
pixels.
The original, 4-color GameBoy palette is a good choice for beginners, as you'll only have to worry about value, and not hue or
saturation.
Programs
There are plenty of good programs out there for pixel art, many of which are free. I use Grafx2, but GraphicsGale, Pro Motion,
Photoshop, Pixen, and MS Paint are all common choices. Some are more user friendly than others, which is why I choose
something with keyboard shortcuts like Grafx2 over MS Paint, it has saved me many trips to the toolbar (and makes for much
something with keyboard shortcuts like Grafx2 over MS Paint, it has saved me many trips to the toolbar (and makes for much
easier palette management).
File type
A common mistake that new pixel artists make is saving their art as a JPEG/JPG. While this file type might be fine for other
types of images, it causes compression, which destroys the quality of a piece of pixel art.
Never, ever save as JPG. Instead, save as PNG or GIF. Be careful though, as some programs (such as MS Paint) don't properly
support the GIF format, and will ruin your image. In these instances, you'll need a file converter (such as Giffy) if you want to
save your image as a GIF.
Other artist prefer to 'block-in' the major forms with a larger brush, then continue by refining the image until it has a pixel-
level polish:
Both methods are fine, it all depends on what you're comfortable with, or the specifics of the project. Line work might be a
good method if you're tracing a scanned image (such was the case for the sea monster example above). If you're beginning
the image in your pixelling program, and it isn't a tiny sprite, blocking in the forms with a larger brush may prove more useful.
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Anti-aliasing is the method of making jagged edges look smooth. You may be familiar with anti-aliasing already, because a lot
of programs and tools do this automatically. When we're talking about pixel art, however, anti-aliasing means manual anti-
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of programs and tools do this automatically. When we're talking about pixel art, however, anti-aliasing means manual anti-
Online Status: Offline aliasing. Manual AA means smoothing the jagged areas by hand-placing pixels of a different color to ease the transition.
Posts: 2854 Here's an example:
There are several pitfalls often encountered when applying anti-aliasing, which are discussed in the "Things to avoid" section.
Dithering:
Dithering consists of different patterns of pixels. It's typically used to ease the transition between two colors, without adding
any new colors to the palette. It's also used for creating texture. In the days of CRT monitors, dithering was especially useful
as the screen would actually blur the dithered area and obscure the pattern. Now that crisp LCD monitors are the norm, the
patterns are no longer as easy to hide, meaning dithering is not as versatile as it once was. Even so, dithering still has its
uses.
The most common form of dithering you'll see is a 50/50 dither, also known as a 50% dither or a checkerboard pattern.
As shown in the example above, you can create various other patterns to further buffer between a full color and a 50%
dithering pattern.
These patterns are often easier to spot than a 50% dither though, so be careful!
Stylized dithering is another technique, and is characterized by the addition of small shapes in the pattern.
Interlaced dithering allows for two dither regions to hug each other. It is called interlaced dithering because the two dithers
weave together at the borders. This type of dithering allows you to blend dithers together to form gradients.
Random dithering is a less-common form of dithering, and isn't generally advised, as it adds a lot of single-pixel noise to the
image. While it has some usage in very small doses, random dithering is something you'll often want to avoid.
As useful as dithering is, it's often misused by inexperienced artists. Bad dithering is discussed further in the Things to avoid
section.
Pixel Clusters:
The cluster of pixels is made from single pixels. However, a single pixel is most of the time near-useless and meaningless if
not touching pixels of the same color.
The pixel artist is concerned with the shapes that occur when pixels of similar color touch each other and convey an opaque,
flat, shape.
Most of the defeats and possible triumphs of pixel art occur in that exact moment where the artist makes a cluster of pixels.
-Ramblethread
I stress the importance of placing individual pixels, but these are rarely independent pixels. A single pixel, isolated, is a speck
on a screen- it’s noise. But pixels aren’t usually found alone, instead they exist as part of pixel clusters- groups of pixels of
the same color that together produce a solid color field. While the single pixel is our basic building block and smallest unit, the
pixel cluster is the unit on which much of our decisions about pixel-placement will be based. And while it’s important to realize
individual pixels aren’t independent, it’s just as important to realize pixel clusters aren’t independent. Like puzzle pieces, the
borders of a pixel cluster determine the shape of the pixel clusters it borders.
Here is an example of how rearranging the shape of a pixel cluster can have dramatic effects on its neighbor clusters:
While lone pixels often read as noise, a lone pixel of a color different than the field it touches, if used as a buffer (AA), reads as
part of that cluster, and is thus unproblematic:
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AA banding- When segments of AA line up with the lines they're buffering, AA banding occurs. For a better understanding of
AA banding, be sure to read the section on banding.
Jaggies:
Jaggies occur when a pixel or group of pixels are out of place, interrupting the flow of a line. Jaggies can also occur when a line
lacks anti-aliasing. Jaggies get their name from the jagged lines that they create. More broadly, jaggies are the result of any
bad pixel technique, but they are most often discussed in reference to line work, so that is the context in which they will be
discussed here.
How to fix jaggies:
Changing the length of the lines
often times the problem is just that a segment of the line is too short or too long, and it creates an awkward jump. Using a
more uniform length of pixels to smooth the transition is the solution here.
Anti-aliasing
Unless your line is perfectly horizontal, perfectly vertical, or at 45 degrees, the edges of your line segments are naturally going
to be a little jagged.
This is because the square nature of the pixel and the grid pattern we're restricted to makes angled lines and curves difficult
to portray. AA is the correct counter-measure in these situations.
Bad dithering:
There are several common ways dithering is misused. The most common mistake is simply using too much dithering. If
dithering is covering half your sprite, it'd probably just be better if you added a new color to the palette. Dithering should
ideally be used to taper the ends and edges of an opaque field of pixels. When too much dithering is used, the dithered area
turns into a field itself:
At this point dithering is no longer serving as a buffer between colors, but creating unwanted texture. Creating texture can be
a useful aspect of dithering, but only when used correctly. If you're trying to buffer and are instead adding texture, then
dithering isn't working out.
So how much dithering should you use? Well, it depends on how big your palette is really- or more precisely, the contrast
between the two colors you're trying to dither with. The lower the contrast is between the two (in hue or in value), the less
harsh the dithering will be:
Banding:
Banding, most simply, is when pixels line up. When neighbor pixels end at the same x or y coordinate on the underlying grid,
the grid immediately becomes more evident, the pixels are exposed, and the apparent resolution becomes less fine.
Here are several instances of banding, all of which occur because the pixels have lined up. These names aren't common lingo,
but will work for the purposes of this tutorial:
Hugging:
Here an opaque field of color has been outlined by a row of pixels. It's fine to use outlines, but make sure the outline and the
shape it contains don't line up and reveal the grid.
Fat pixels:
Fat pixels can occur alone in small squares, together as fat lines, or multiplied as large bands (staircase banding).
Skip-one banding:
Even if there is a negative space between two bands, the mind will fill in the gap and banding will remain.
45 degree banding:
Though the rows of pixels lining up are only 1 pixel thick, banding is still present.
Pillow-shading:
Shading by surrounding a central area with increasingly darker bands. Pillow-shading is bad because it pays no attention to
the light source, and conforms to the shape of the area rather than the form it represents of how light affects it. Pillow shading
is often, but not always, combined with banding. The way to fix pillow-shading is simply to pay attention to the direction light
is coming from:
The reason pillow-shading is wrong is not because the light source is frontal (from the viewer's direction). You don't have to
place the light source in the corner. The reason pillow-shading is incorrect is because it follows flat shapes rather than focuses
on how the three-dimensional forms are lit.
So, it is possible to use a frontal light source, so long as you pay attention to the forms:
Noise:
Much of the time, independent pixels (pixels that do not belong to a pixel cluster) are unable to convey sufficient
information by themselves, and their inclusion usually only creates noise. Noise is any sort of information that does not
contribute to the piece and serves only to interrupt the area it inhabits and distract the viewer. In pixel art, noise is often
composed of independent pixels. For the purposes of this tutorial, single-pixel noise will be what I’m referring to when I use
the term “noise”. The reason one must be careful when using a 25% dither (or any dithering, really) is because of the noise all
the independent pixels create.
Single pixels expose the underlying grid by revealing the resolution of the image. Remember, in the wild, pixels travel in
packs. It’s the nature of a pixel to long for a place in a pixel cluster. For this reason, independent pixels should only be used
for very specific and purposeful reasons.
Independent details call a lot of attention to themselves, but sometimes this is precisely what you want. For bright specular
highlights, single pixels will often work just fine. For an example, see the white pixel used on the monster's nose below.
The idea is usually to darken the outline at the contours to approach a darker color, so that the sprite will read well on any
background, instead of melting into a similarly-colored background. Sel-out is not shading an outline according to a light
source. A full outline with light variation won’t create jaggies as badly as a broken outline will:
Perhaps this is a simpler example. The half-circle on the left is shaded according to a light source (again, coming from the top
left corner). The top of the half-circle on the right has sel-out applied:
Sel-out works if it is created for specific scenarios, such as in a game where you know the background will be consistently
dark.
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As the piece gets more complex, it becomes necessary to create additional colors to achieve more advanced shading, or to
color new image elements or details.
Another method is to create the piece in shades of grey, then add color later. This is possible because relative value is a
greater concern than hue, because hue can be more easily altered later on, after value relationships have been established.
Personally I find it easier to keep up with colors as the piece progresses, so I prefer the first method.
Color count
You may find that pixel artists often advocate a low color count. You might assume that this is just a tradition leftover from
the olden days of pixel art, back when video game consoles could only display a certain amount of colors.
If modern computers can easily display hundreds of colors, why shouldn't you use them all? In truth, using small palettes isn't
an outdated tradition of pixel art, and there are very logical reasons behind this practice.
Cohesion- When you're using less colors, the same colors will reappear throughout the piece more frequently. Since the
different areas of the work share the same colors, the palette ties the piece together, unifying the work.
Control- The smaller the palette, the easier it is to manage. You may, and probably will, want to change adjust a color later
on. If you've got 200 colors, it's going to take you a lot longer to make the adjustments, because by changing one color you've
thrown off its relationship with the colors neighboring it on its color ramps, and adjusting them means changing the
relationships between those colors and their neighbors! You can see how this quickly adds up to a lot of work. With a smaller
palette, the effect of changing a single color is more substantial, and there are less micro-relationships to worry about.
Hue:
Hue refers to the identity of a color. Whether a color is defined as blue, red, orange, etc. depends on its hue:
Just as you can change how bright or dark a color appears by surrounding it with lighter or darker pixels, the perceived hue of
a color depends on its environment. Here we have a completely neutral, medium grey:
In this picture (a detail of this piece by iLKke) the green in the trees is actually not green at all, but the same grey as the
previous picture:
Because the background is so purple (which is the opposite of green on the color wheel), the grey looks greener than it
actually is.
Saturation:
Saturation is the intensity of a color. The lower the saturation of a color, the closer the color gets to grey:
The most common problem new artists encounter is regards to saturation is using colors with too high of a saturation. When
this happens, the colors start to burn the eyes. This can be a problem in any media, but because the colors in pixel art are
made up of light, instead of pigment as in paint, the potential for colors being too bright or irritating is much higher. Notice
how the colors in the second image are much easier on the eyes:
Luminescence (brightness):
Luminescence (also known as brightness or value) is how dark or light a color is. The higher the luminescence, the closer
the color gets to white. If the luminescence is 0, then the color is black.
Here's a palette arranged as a luminescence scale for you visual learners:
low luminescence (darker colors) on the left, high luminescence (brighter colors) on the right
In a given palette, you'll want to have a wide range of values. If you only have colors in the same range of luminescence, then
you won't be able to create good contrast- a full range of values allows you to use highlights, mid-tones, and shadows. The
difference between the brightness of two colors is known as contrast. A common problem newer artists exhibit is not having
enough contrast. Here's an example of an image for which the contrast is too low:
And that same image, adjusted so the values are spread out more evenly from light to dark:
The value of a color is a set number, but colors can appear lighter or darker depending on their background. For this reason,
you won't always want to use your brightest color for every highlight. A color that makes a good highlight on one object might
be too bright to use on a darker object.
be too bright to use on a darker object.
Luminescence is especially relevant to pixel art: The brightness of a pixel or line determines how thick it appears:
The first example is a simple black line. The width of the line looks consistent. Below that is a line with pixels that vary in
brightness. Notice how the line appears thinner toward the center at 1x.
Color Ramps
A color ramp is a group of colors that can be used together, arranged according to luminosity. A palette can consist of a single
ramp of many different ramps.
Here's a palette:
And here's that same palette, arranged according to its color ramps (of which there are two):
It isn’t necessary that you actually create a model like the one above (though some artists find it useful). What is important is
that you understand what your color relationships are- that is, what your ramps are.
It isn't necessary that a color be restricted to a single ramp. Often, ramps will share colors. Frequently, the darkest or lightest
color will belong to most or all of the palette's ramps, as in the example above, in which both ramps share the same darkest
and lightest shades.
It’s also possible for mid-tones to work in multiple ramps. In these cases, the versatile color takes the place of two or more
separate colors, aiding in palette conservation. In the case of multi-ramp shadows and highlights, the extremes in
luminescence allow the color to be flexible (because they approach black or white). Since mid-tones are not afforded this
advantage, they are often more neutral colors, meaning they are closer to brown or grey.
Here is a palette that uses one shade of grey to bridge the gaps in several ramps:
You also have to be careful about having colors in a ramp that don't fit. If a color doesn't belong in the ramp, then it has the
potential of punching through the image, which is a priority issue in which the color, rather than work as part of the image,
seems separate from it, and looks almost like it is sitting on top of the image. This is usually due to the saturation being too
high, or because the hue clashes with the neighboring hues, and thus creates eyeburn.
The above image shows eyeburn created by a color with too much saturation.
...and in this image, eyeburn is created by the green clashing with the purple. The hue should logically follow its neighbors in the ramp.
Hue shifting
Hue-shifting refers to having a transition of hues in a color ramp. A color ramp without hue-shifting is known as a straight
ramp. In straight ramps, only the luminescence changes, while in hue-shifted ramps both hue and luminescence will (usually)
change.
The first color ramp is a straight green ramp. The second image is a green ramp with hue-shifting applied. When using hue
shifting, bend your highlights toward a certain color (yellow, in the example above), and move the darker colors toward a
second color (I chose blue in the above example). Hue-shifting is used because straight ramps are usually boring and don't
reflect the variety of hues we see in reality, and hue shifting can add subtle color contrast within a ramp.
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If you want strictly pixelart (and no semitransparancy) and have sprites that should look decent on all backgrounds; then
"selective AA" is the best method (I don't know if there's an accepted term for it, however it has a close relationship with
Selout). Although it's a very advanced pixelart technique, and may not be suitable for beginners..so try working with just
internal-AA if you wanna play it safe.