INTRODUCTIONPixel Art.The power of pixel art is often underestimated, due to most indie games using it, and the expectations of players for a highly detailed game or piece of art. A lot of people seek help, guides, and tutorials - people including me many years ago.
I've always been an artist and sketcher, but pixelart has become a powerful new obsession of mine.
The thing with pixel art, is that there are many many many
(basically an infinite) different styles and ways of drawing things... so this tutorial is to GUIDE you to find your own style - rather than just copying what I've drawn.
I deeply encourage you to push, pursue, and power through all hurdles involved with learning pixel art. If I can do it, so can you!
TOOLS & APPLICATIONSFor NYKRA, I'm currently using Photoshop - but only because I'm used to it.
I highly recommend
Aseprite, or
GIMP.
Pyxel Edit is also pretty good, along with many many others!
SIZE & SCALEWhen it comes to pixel art, tiles are incredibly useful. It can be for a game, or even just for a specific style! But not only are tiles useful, they help with scale.
SCALE IS THE MOST IMPORTANT THING.The reason why scale is important, is because it helps us make sure what we're drawing isn't ridiculously unrealistic! Though saying this, if you're purposely drawing unrealistic things, then scale is up to you!
But for the most part, you're wanting to pick a
canvas size that will fit everything you'll need in a piece.
As for tile sizes, refer to this image:
Almost all tiles I have ever drawn are 16x16, due to the fact that it's easy to express enough detail withough having to fill a large space.
You may want to pick a sub-scale ~ telling yourself that you must not draw sprites that are not a multiple of 8, or 4. In my case, all of NYKRA's tiles fit in an 8x8 grid, AND a 16x16 grid. This ensures that what you're drawing is cohesive!
If you're drawing a spritesheet, a good canvas size is 16x the size of your tiles:
8x8 --> 128x128 canvas
12x12 --> 192x192 canvas
16x16 --> 256x256 canvas
24x24 --> 384x384 canvas
32x32 --> 512x512 canvas
PURPOSEYOU GOTTA BE DRAWING FOR A REASON!
If it be to practice, to draw some game sprites, or even an arty piece, you have to have some sort of "purpose" to what you're drawing. You can draw without purpose, but it's sooOOOooo much easier when you know what you want.
Think:
"I'm gonna draw some bushes for my game"
"I'm gonna practice body shapes"
"I'm gonna play around and find a nice palette"
"I'm gonna explore different ways of drawing stone"
PALETTENow, the juicy stuff!
There are a countless number of palettes. COUNTLESS!
"So which one do I choose?!"Well, I may be able to help you.
Most palettes, like
Arne's 16 Palette, the magnificent
DawnBringer32 Palette, and the legendary
PICO-8 Palette are really good to work with! And though the artists who created them are more experienced than me, I found that the palettes lacked direction towards material use.
"Material use?"Well I mean the colours are organised and formed around the idea that they work together, to allow you as the artist to paint with materials.
And with that, here is the first of my two palettes. ENDESGA~16 (EDG16):
Hex (left to right colours on top bar):
#e4a672 #b86f50 #743f39 #3f2832 #9e2835 #e53b44 #fb922b #ffe762
#63c64d #327345 #193d3f #4f6781 #afbfd2 #ffffff #2ce8f4 #0484d1
In a lot of cases, using the PICO-8, DB32, or ARNE16 would be far more versatile! But I've found for me, when developing NYKRA, that putting the colours in to "materials", you can easily structure different objects.
Speaking of structuring...
PAINTING & CREATINGOKAY! So, in this part, I will show you the 6 basic steps to drawing a sprite.
Have a look, and I'll explain below:
Here we're drawing a quick (like, super quick) sprite of a palm-tree-like plant with very basic forms. One thing that I find easiest, is to use a 2x2 pixel brush. This can make your art look a little more chunky and easier on the eyes!
KEY THINGS:
- Give the light a pleasing direction
- Remember that objects are 3D! Keep depth in mind.
- Try to keep shapes clean.
- Be consistent with form. Don't do tiny 1x1 pixel details on one thing, then none on another!
- Remember that the EDG Palettes are built for materials!
1. Here we start with our basically random "blob", which we will craft in to the leaves.
2. This is out first stage of lighting for the leaves. I like to go from the
top-left down 45-ish degrees, but you can go from any direction. But you'll find top-left or top-right work best.
3. This is the second and final stage of lighting for the leaves. Think of volume, and play around with how much highlight there is. The Rule of Thumb is generally that there is a medium amount of mids, a lot of dark, and even more highlights. But this is up to you!
4. The basic shape of the trunk is put in.
5. The lighting of the trunk is put in. Now, remember that the leaves have
DEPTH. And depth is incredibly important to make your art POP! So there is a shadow coming from the leaves.
6. Last layer of lighting done, and some extra details.
See, that wasn't so bad!
EDG32Hex: #be4a2f #d77643 #ead4aa #e4a672 #b86f50 #733e39 #3e2731 #a22633 #e43b44 #f77622 #feae34 #fee761 #63c74d #3e8948 #265c42 #193c3e #124e89 #0099db #2ce8f5 #ffffff #c0cbdc #8b9bb4 #5a6988 #3a4466 #262b44 #ff0044 #181425 #68386c #b55088 #f6757a #e8b796 #c28569
This is the official palette for my project, NYKRA, which by the way is this DevLog right here!
I hope you decide to try to use this, then once you've got the hang of forms,
TRY MAKING YOUR OWN PALETTE!
CHARACTER DESIGN & TECHNIQUESDue to this tutorial becoming popular on Twitter, I've decided to expand upon it!
So, here are some tips and processes when it comes to drawing characters:
I start off with the tile size (32x32), then decide to make the character slightly taller. I then block out COMPLETELY RANDOM shapes. Yup, I didn't pre draw this guy! This is to prove that you don't always need to have a specific guideline. Draw some blobs, turn them alive!
After that, some lighting and edits are made. And once I decide "This guy is gonna be a lizard-dragon warrior", I finalised his design.
This guy uses the EDG32 palette, and as you can see, it's really easy to block out colours and lighting!
CREATIVE PROCESSWhen it comes to turning the blob in to a character design, it take a lot of "hm, does it look good?"
Think about structure, and remember that it's best to find what looks good to you!
For this guy, I originally drew the green blob, which I figured could be turned into a head! So all it takes is a bit of questioning and slight direction, and you're good to go.
Other details like the strap and weapon is purely from the fact that NYKRA has a similar take on character design. Simple shapes, and easy to recognise features.
Put some time aside, and try drawing a character! Maybe even redraw them a few times.
My character Keu took many many attempts to get to a point when she looks perfect to me
and that's all you need sometimes!
LINES & CURVES TECHNIQUESWhen it comes to drawing lines, it is important to keep
mathematics in mind!
Think "multiples of 1, 2, 3, 4, etc."
So as you can see, the lines go 1 across, 2 up, 1 across, 2 up. Simple!
This keeps things clean, so try to avoid messy random lines.
This goes for curves as well. You can generally think to yourself "1,1,1,2,3,5,8,5,3,2,1,1,1", which requires you to draw each pixel by hand! But it looks a million times better than a freehand messy wobble.
To Outline, Or Not To Outline...YOU CHOOSE!
One thing to avoid though, is just purely outlining the sprite, rather than taking form in to account.
Refer to this:
As you can see, the character looks fine without an outline! But suddenly looks rather terrible when a solid outline is PUT around the character. The third image is taking material and depth in to account - which is the way to go!
And the last image is using darker colours to give even more depth, which can look really amazing when done right!!
OUTLINE COLOUR, and the magical "INK"Since the EDG16 and EDG32 palettes are high in saturation, it would be a sin to use pure black as an outline.
One of the colours in both palettes is what I call "Ink". This colour binds all of the colours in the palettes, and makes the outlines softer.
DO NOT USE PURE BLACK, PLEASE!
The difference isn't huge, but when you have a darker background, it really makes it nicer!
PALETTE SHIFTING & ROCKSHere I'll show you how I go about drawing rocks:
REMEMBER: SIMPLICITY IS KEY! Try not to use all 6 of those colours for one rock. Keep it soft and clean!
Rocks are relatively easy to construct. You mostly have to remember that stone is formed by layers and chunks. So draw a good ol' blob, and construct the forms!
Also, as you can see, you can easily shift the palette! Metals like aluminium are brighter, and maybe basalt or steel could be the darker ones!
Easy!
WEAPONS, ITEMS, & TOOL DESIGNBy popular request, I'll tell you about some basics for item design!
One major thing to remember when drawing items, is that it's best to not be too precise. Using a graphics tablet can help with this, but if you don't have one, try to give the items life.
Compare the 3 usual designs on the left, to the ones on the right!
Try to avoid being too simplistic! Most items are inside a small tile size, so make the most of it by including small DETAILS!
A vine holding the head of the Pickaxe? Why not!
Make sure to explore options and designs, because each item is there to show a part of the game. Every pixel counts!
If you're drawing a pickaxe, make it look like it's been used. Give the sword some leather, or make the bread half eaten!
When I draw items, I try to make sure that they pull your eyes in - so use more than 2 materials if possible!
In conclusion, I recommend that you try either the EDG16, or the EDG32 palette for practicing.
It really isn't too hard, but once you have a good few colours, the whole thing forms itself.
So happy pixel arting, and I'll see you in the next one.
[if you have any questions, contact me
on my Twitter or leave a comment here (if you have a TIG account).
Much love, and happy pixels~
-EDG