365 days of pixel art
medium.com
medium.com
Try it, give me your feedback, and share your pixel art masterpieces!
I definitely need a right-click colour picker (or shift-click) to work more easily. Can I suggest cutting back your GUI, removing that 3d look, or if you like it too much, then making the pixel art pictures also be 3d like that.
Also your palette is way too saturated. Check out something like http://androidarts.com/palette/16pal.htm for a much nicer set of colours.
I definitely must find some time to make a lot of planned features/fixes. See a list of them at https://github.com/potomak/drawbang/issues.
To make good pixel art, or any other kind of art really, first you must learn to see shapes in a particular way that's not intuitive for non-artists. It's a bit hard to explain in words, but if your mind hasn't learned that trick, your shapes will always come out wrong and you won't know why. Sketching allows you to learn that skill quickly and easily, while pixeling has so many distractions that IMO it's almost impossible to learn from pixeling alone.
With the right approach, as described in the books I mentioned, most people see obvious and major progress after just a day or two. I'm not exaggerating at all, it took me literally one day of sketching with Betty Edwards' book to go from "I can't draw, it must be genetic" to "I can draw anything right if I look hard enough".
Then I tried to sketch first and it worked great. Here's the process:
1. draw by hand on paper
2. scan it (I take photos with my phone)
3. scale it down to the size you need
4. draw the outline (make sure two pixels do not touch except diagonally)
5. color with base colors
6. add shading
For steps 5 and 6 make sure you pick a consistent palette beforehand. Something with limited set of colors (say, up to 24) works best.
P.S. You can check the graphics I created this way in my Twitter feed (@mbabuskov). Look for the horse-shaped robot and the spaceship images and see how those look way better than other stuff I drew earlier.
My best suggestion would be to actually go through some exercises in the books I mentioned. You should see massive improvement within days.
When you get to higher resolutions you need to think more about what the actual pixels are doing, are they jagged, are they banding or blurring, etc. A decent tutorial which covers those concepts is:
http://www.pixeljoint.com/forum/forum_posts.asp?TID=11299
Understanding form and colour and shape and all those things from visual art is important for a lot of bigger pieces, but the nice thing in pixel art is that if you work in a low resolution it's easy to keep tweaking until it looks good. I did a lot of adjusting earlier on.
There are so many different styles of pixel art -- so browse Pixel Joint's gallery or the @Pixel_Dailies account until you find one that resonates. Copy and paste the image into your editor and then start pulling it apart to understand how it works. We did quite a few of these studies, and I found that artists like JunkBoy, AbyssWolf, and Mmro Tarius are especially instructive.
Good luck and I might see you over on Pixel Dailies sometime.
I know that it sounds like a douche answer, but, seriously — I don't know a single field of knowledge or art where it seems right when you try for the first time.
You can't even right click and use save as. I don't understand what sort of html or javascript is doing this, but I see it often. I tried using the page info panel and select all the picture and clicked save as, but it downloaded many blank files.
EDIT:
it was caused by the :large and :small. removed them, created a html file, saved as, done.
I'm also reminded of http://davegrey.net/tagged/pixel-art and http://iotacons.blogspot.com.au/ wrt small pixel art drawings from pop culture. It's amazing that you can capture character in so few pixels sometimes.
Personally I felt that Paper Mario was a lot easier on the eyes than more traditional pixel art games.
BTW moonman looks totally amazing.
Pixel art may be overdone but I think it's a pretty flexible art form and has a long way to travel yet. Just in the last year I've seen a lot of new and different styles, some of which are already appearing in games.
Maybe the low-resolution asking your mind to fill in the details subconsciously. Like visual incarnation of words. It goes beyond the instantaneous perception.
http://3.bp.blogspot.com/-8vSAxF44FvU/Trk8AnyBdPI/AAAAAAAAKY...
http://www.anotherworld.fr/images/another_world/AW_arrivee_1...
ps: I love reading about AW making of http://www.anotherworld.fr/anotherworld_uk/page_realisation....
When it comes to certain kinds of art experiences I think too much fidelity gets in the way of the expressive power of the medium.
As an indie or hobbyist game dev it is way easier to create pixel art assets than higher resolution assets... never mind 3d. That's really powerful when combined with the universality component.
Sword and Sworcery, Fez, Moonman, vvvvvv, Corrypt ... lots of great pixel art goodness out there right now.