Bubbles

Bubbles

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Pixel Art Details

Bubbles



user
Title: Bubbles
Pixel Artist: Eldraev  (Level 3 Private Eye :: 1206 points)
Posted: 2/17/2017 03:11
Palette: 38 colors
Statistics:  11 comments    7 faves    0 avatars

This super adorable unicorn boy was created kokotan003 and here's the original 

Discussion

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user
Eldraev (Level 3 Private Eye) @ 2/18/2017 07:18

Oh that's true. I almost always create my pictures as sprites so I guess I should stick to the inside AA unless I make more elaborate pictures with background


user
Eldraev (Level 3 Private Eye) @ 2/18/2017 07:15

You're right my program has that kind of window. Somehow I always just completely overlooked that while dawing. 
Mhh that's a good idea. I'll try omitting outlines on smaller stuff in my next piece to see how well it works.

Thanks for all the help :)


user
rhlstudios (Level 6 Hitman) @ 2/17/2017 19:40

This is adorable, I really like it!


user
Macaroni and Cheese (Level 2 Corporal) @ 2/17/2017 19:00

eishiya has a buffet of pixel information. Here are some leftovers.

If you think of it as a sprite, outside AA for the outline isn't really used. And the great thing about a black outline is that it works with most color backgrounds. Having a sprite outline with outside AA and/or different color contrast/hue/saturation results in messy looking blocks/lines attached to the sprite with some backgrounds.

If you don't want to see it as a sprite, then outside AA is recommended. And of course, the transparence may be replaced too.


user
eishiya (Level 7 Bunyip) @ 2/17/2017 17:51

If your program supports it, you can have a preview image up of your work at 1x at all times, and look at that frequently. Most programs designed for pixel art have a preview window, so look around in the menus if you use one of those. If you use Photoshop, you can make one by going to Window -> Arrange -> New Window for (your document).

The yellow bits in this image are all fairly small and outlined, so it's difficult to avoid hugging. Try not using outlines on small objects, they're often not needed anyway. The colour/value difference between colours often does the job as well as outlines, and leaves you more room for details.


user
Eldraev (Level 3 Private Eye) @ 2/17/2017 14:55

yeah that's true. I feel like I'm often too careful with dark colors because I only look at the picture all zoomed in. On 3x or higher it's visible so I never consider how it looks once you zoom out to original size.

Something else I feel like I often have problems with is hugging. Somehow especially on yellow objects
 


user
eishiya (Level 7 Bunyip) @ 2/17/2017 14:41

I should find an excuse to practice selective AA myself. I rarely do outlines so I only really get to practice internal AA ><

Speaking of the shading colours, some of them are difficult to notice at 1x, such as your lightest shadows on the white, and some of the skin shading. Don't be afraid to use slightly darker colours for shading.
This is especially true for shading segments that areonly 1-2px wide or tall - those tend to be really hard to see if there's not much contrast. That's why smaller sprites often have comparatively darker shadows than bigger sprites. I think it's because with small clusters like that, the shading can get overwhelmed by contrasts between other neighbouring colours.


user
Eldraev (Level 3 Private Eye) @ 2/17/2017 14:23

I see. I used the normal shading colors for the AA but you're right it really didn't have as much of an impact. I can definitely see how your edits make it smoother. I'll keep that in mind for the future, thanks :)

The selective outline AA seems pretty hard to get right. I think I'll hold off on that one for now until I can get the Internal AA to look right


user
eishiya (Level 7 Bunyip) @ 2/17/2017 13:15

I think a lot of your AA is too light to really make a difference, so the dark outlines look blocky even with it. This is especially noticeable on the legs. The AA between lighter colours looks fine, but for AAing between a light colour and a very dark one (such as black), you should use darker colours - try to use AA colours that evenly cover the value gap between the two colours you're transitioning between.

When AAing long segments, like the outline on the thighs, it usually looks better to have longer segments of AA. Short segments make the blocks "blunter", but don't quite make them smooth.

Here's a partial edit, I re-AAed the legs and tail using darker colours from the sprite, and using longer segments of AA. I think these two changes make the lines look much smoother.

It's on a grey background here because the AA essentially thickens the outline and the outside isn't AAed, so on light backgrounds it looks blocky. It's possible to use selective AA to AA outlines in a way that's more background-independent (though never truly background-independent), but I'm not very well-versed in that yet. The PJ Pixel Art Tutorial has a section on selective AA, if you'd like to try it.


user
Eldraev (Level 3 Private Eye) @ 2/17/2017 09:18

Sure go ahead. I don't have incredibly much experience when it comes to AA so some pointers could really help me


user
eishiya (Level 7 Bunyip) @ 2/17/2017 07:07

This is very cute! I think you conveyed the design very well. Would you mind if I gave you some critique on your AA (anti-aliasing)? It's good for the most part, but it's not as smooth as it could be.


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