Employing such techniques would make for a wider range of aesthetics and the ability to cover more subjects and a broader emotional range.
Employing such techniques would make for a wider range of aesthetics and the ability to cover more subjects and a broader emotional range.
Dithering is something that you need the most when you are working with either a very limited or a fixed color palette. On the NES backgrounds were dithered because you had so few colors to work with per tile. EGA era PC games used dithering because the standard 16 color choices weren't very useful. Modern pixel artist don't have these technical limitations to work with. And I think that for most, dithering just doesn't look very appealing vs adding an intermediate color.
Anti-aliasing is on the other side of technology window, from an era where there was enough resolution and color choices to support those techniques, but before 3d really took over. By the time you have that level of rendering capability, your are starting to push into the realm of photo-realistic or cartoon techniques. Late in the Super NES and VGA era the trend was away from hand drawn pixel art, and towards high resolution renders scaled down. And when you're working in that space today, you're starting to lose the appeal that the limitations of pixel art offer.
This is all conjecture though. And I'm sure there are pixel artists out there doing amazing things with dithering and anti-aliasing.
I've come to the conclusion that whatever we call "pixel art" is just a range of subjective preferences that may be more biased towards aesthetics, or techniques, or tradition, or even "pseudo-tradition". Nowadays the trend seems to be aesthetics with disregard to technique, but there are still many people who consider it "cheating" if you use the "wrong" tools, there are those who want to emulate the exact specs of certain machines, and there are those still who have a mashup of rules that aren't fully justified if not historically (the best example I know is Pixel Joint, but in the end their restrictions have created a community that has flourished and produced awesome art anyway).
Reading the replies in this thread I realize that to a lot of people it seems to mean a certain aesthetic (I.E. blocky pseudo-retro game graphics). Nothing wrong with that.
I guess I fall into the traditionalist camp. Pixel art to me is about working against fixed limitations to create an illusion of more colours, higher resolution etc.
When you follow the contest link, all three images there on the landing page have dithering, as do the backgrounds and a bunch of examples in the contest rules. Googling pixel art, it’s not a majority that use dithering, but there are lots of examples of dithering. And I’ve just seen a lot of dithering over the years in games and art. So I don’t think your claim about dithering being rare is true.
It is true that anti-aliasing is rare, that’s because it is somewhat antithetical to the intent of pixel art. Anti-aliasing is trying to reduce the effects of visible resolution, where pixel art is intentionally embracing low-res and trying to emphasize the pixels. Anti-aliasing automatically means you’re using a higher resolution and downsampling to a low resolution, where the intent of pixel art is to work at the low resolution in the first place. (Not to mention that anti-aliasing needs continuous color values, where pixel art is often intentionally limited to a small color palette.)
The best pixel art is very creative with the use of pixels and makes different decisions than you would in a higher resolution with anti-aliasing. I think of it a little bit like font ligatures - they exist because they read better and look sharper than antialiasing a higher res version.
An example just off the top of my head is this 1988 C64 image by The Sarge[0], using both dithering and anti-aliasing combined with other pixelling techniques to convey depth, texture, extra values and to smooth the edges of a sphere to lessen the garishness of having pixels twice as wide as they are tall.
Good pixel art reminds me of the lego TV families: https://imgur.com/gallery/Cz3zR. It’s such good concept art precisely because it’s as blocky as possible, yet somehow still completely recognizable.
I don’t know if that Sarge cats image is manual anti-aliasing or a more automated process, but for me it doesn’t draw me in or demonstrate a broader emotional range, as you say, compared to some of these examples:
https://www.behance.net/gallery/45373391/Star-Wars-dark-side...
https://www.reddit.com/r/PixelArt/comments/f5zulf/made_this_...
https://www.reddit.com/r/PixelArt/comments/7j0h0t/homestuck_...
That's the thing, good pixel art should be _as unblocky as possible_. By working against hardware limitations and with the particular properties of a CRT screen, artists are able to create amazing-looking pictures with extremely limited means.
> use pixels as your brush and embracing the limitations > don’t know if that Sarge cats image is manual
The Sarge's cats are a great example of pixel technique, not composition or emotional depth. It's a sketch, painstakingly drawn by hand (most likely using the keyboard or a joystick), each pixel truly placed and selected individually. It's made using precisely the care for each pixel you talk about, but the care has been taken to hide the inherent blockiness and low colour count.
I suppose it's a generational thing. Having grown up with CRTs and low-res, low-colour machines perhaps creates a different kind of admiration for the immense skill needed to make a lowly C64 or Amiga 500 appear capable of something it's not. Here are a few examples of such graphics from the game Agony from 1992:
Yes, exactly, that might be part of the disconnect here. It used to be the aim to make art unblocky, in the 80s, when there was no choice, when the highest res was 320x200 with 16 colors. Today, there is zero reason for blockiness, ever, you never have to see pixels again. It’s an aesthetic choice to make blocky looking art that is reminiscent of the 80s. And it’s also part of the contest rules for the link you’re commenting on, making it blocky looking is required.
The term pixel art today, unlike 40 years ago, is referring to choosing to be blockier than necessary. If you make something as unblocky as possible, that is now called “art”, not “pixel art”, since it’s trivially easy to get rid of visible pixels and avoid a blocky look. Unblocky is the default, and now it’s harder to be blocky than not.
I do hear what you’re saying - that manual anti-aliasing - is one of the old techniques that made good computer art back in the day. You’re right, it’s true, it just works against today’s pixel art goals.
[1] https://forums.tigsource.com/index.php?topic=40832.msg136374...
In the hands of a skilled pixel artist it can be used to extend color ramps, add texture, build depth, etc.
In this picture[0], exocet not only uses dithering to really stretch a limited palette of six values for the skin tones, it's even used for little easter eggs (find the heart!). An extreme example, of course, but still highly enjoyable IMO.
Also, I invite you to look at the Pixel Dailies twitter handle (and the #PixelDailies hashtag), you’ll see the works of several pixel artists and you’ll notice that dithering and anti-aliasing are common patterns.
In fact, certain kinds of dithering in combination with PAL colorblending on the C64 will produce completely new color values not available in the fixed palette. Similar tricks were employed with composite CGA output.
Anti-aliasing is used a fair bit in pixel art, but less so in artwork designed to look 8-bit. There weren't enough colors and palette space to anti-alias in older games, so it looks out of place when replicating the look.
Example: https://csdb.dk/release/viewpic.php?id=149177&zoom=1
For my part, I have only ever seen one piece of antialised pixelart: the chain holding the elevator in the video game celeste. It looked awful.
> I have only ever seen one piece of antialised pixelart
You haven't seen a lot of pixel art then. Just visit Pixel Joint [1] (a well-known community) and on the homepage (which is updated all the time) you'll already see a few. One of the most distinguished members even has a popular "tutorial" [2] that discusses this and other techniques.
If you're interested, there's also Pixelation [3], a community where people discuss techniques in depth.
In short, anti-aliasing can be done by hand and using a low color count. There's also "index painting", something that many "hardcore" pixel artists consider cheating, but which creates the style without manual work [4].
The point others make is true, though: The sharpness of newer screens ultimately reduces their visual appeal (although there are people who actually prefer them).
[2] https://pixeljoint.com/forum/forum_posts.asp?TID=11299&PID=1...
[4] http://danfessler.com/blog/hd-index-painting-in-photoshop
Another example of laymen latching onto and ruining a "nice thing".