|
Lines and Curves |
|
|
Ok, those of you who are interested in this tutorial are most likely new to the concept
of pixel art. Whether you are a great painter, or a fabulous texturer or a genius
modeller, if you have never created an image in its most basic form, in picture
elements, then you are about to enter an artform which is completely unique. Not
all the same rules apply to the pixel realm as they might in the rest of the digital
art world. The focus is precision, perfection to every pixel, placing each element
with deliberate intentions. |
|
First step is simple enough, let us start out with a single color circle with no outlines what-so-ever. |
• First thing is first. There are going to be a tremendous amount of instances, particularly
in perspective and technical illustrative peices, where your line work is going
to require exact precision, less your image quality will suffer greatly. Here
is a small example of some of the most commonly used angles in the pixel world. |
![]() Smoothness of curves can make or break your pixelized image. |
• Now lets look at a basic curve. I have seen many sprites and smaller illustrations
plagued with jagged curves which severely compromise the image's precision, which
is the whole basis of appeal for pixel art, remember. This holds true even moreso
with small pixel illustrations. The simple example to the left illustrates what
a proper pixelated curve should look like, and gives examples to what a paint
program using a circle/oval tool might interperit as the best pixelated arc. This
one point is to teach you that paint program shape tools are not very suitable
for pixel illustrations, and you are better off to draw curves by hand. |
![]() Lets look at a simple sine wave, notice the pattern of a simple, smooth wave. Each 1/4 of a perfectly smooth sine wave should be perfectly symmetrical with each other, after you perform flipping or inverting to orient the segments. |
• let us look at a sine wave. This is a great exercise for novice pixel artists
who are just picking up the craft. Look carefully at the pattern of pixels used
to create a smooth wave. There are no sudden changes in the decreasing and increasing
pattern of pixels within the wave. We start out with three vertical pixels, which
then shifts left one pixel, and raises vertically by two pixels, then follows
a "step effect" where the wave mimics a 45 degree angle for two pixels,
and then the pattern inverts. In fact, you could consruct this entire sine wave
by copying the first 1/4 segment of the sine wave, and then flipping or inverting
(or both) to peice together the rest of the sine wave. In fact, it is this symmetry
and continuity which will give you a smooth, continuous wave. |
![]() Circles work the same as sine waves. Practice your own circles, using the above patterns as guides. Make sure that each 1/4 segment of your circle is perfectly symmetrical with each other. |
• Circles are probably the most complex of any basic shape when pixelating, due to the fact that at such small sizes, mathematical formulas used to draw a sound circle fail, due to the fact that a pixel in itself has a fixed size(which is why shape tools usually are not well suited for pixel art). To the left is a quick guide for appropriate circle patterns for special cases, namely tiny ass circles! Circles work the same as sine waves, in fact, they are basically the same shape (a circle is just a closed sine wave). Remember that as long as you keep each quarter of your circle symmetric with every other quarter of the circle, your circle should look smooth no matter what the size. Practice making your own circles, the same rules to making sine waves applies here. Once you are able to confidently draw smooth circles with ease, you should be ready to tackle any lineart task that may be required of you as a pixel artist. |
| Back | |