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mirkats
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Quote mirkats Replybullet Topic: ??? where to start?
    Posted: 03 March 2014 at 3:52pm
hey everyone i am 19-old Aspiring artist who's looking to start to make some pixel art! Any tips and advice for just starting out and I have a look at some tutorials in their look really confusing. with gob speed of help me.
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jalonso
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Quote jalonso Replybullet Posted: 03 March 2014 at 6:30pm
Just get to it! All you need is an idea.
Try small and simple at first
Post a WIP thread for help and feedback and a place for you to ask questions.

*cure's pixelart and the noobtorial threads above this post is a must read.
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donnaloia
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Quote donnaloia Replybullet Posted: 12 March 2014 at 10:18pm
I'm trying to get started too and I have a couple questions.

1. To make something 8-bit, does it mean you make an image 8 by 8?

2. What If I want to make art that is 8 bit style, but larger. Do you just make something 8 by 8 pixels and then enlarge it? What about for designing levels in games? Obviously the backgrounds are not 8 by 8 pixels (unless they are tiles)

Any help would be appreciated.
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yrizoud
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Quote yrizoud Replybullet Posted: 13 March 2014 at 10:40am
8-bit is not a very precise terms. It originally refers to artwork like videogames from real consoles (NES, MSX) or computers (Commodore 64, ZX spectrum, Amstrad CPC) which used a 8-bit CPU.
Two main constants would be :
- Low resolution : For example the NES displayed 256x240 pixels on a whole TV set.
- Low color count. On most machines, the entire screen had to use no more than 16 different colors, and even those colors had to be picked from a specific palette.

Nowadays the term is applied to everything that's retro-ish in the slightest way.

Unless you're a fan of a very specific retro system, there's no need to study the exact technical restrictions (for example the sprite system of the NES, or the MCOL system of the C64). If you want to try draw retro game graphics, pick a general size (like "I'll draw 16x16 dungeon tiles"), choose a small number of colors, and start drawing.
It's very common to pick a power of two : 8x8 are very small and tricky to use efficiently. 16x16 gives you more breathing space, it's a good size to start learning. 32x32 is becoming a bit large.
64px high is enough for a quite detailed character of a platform shooter. 96px high is enough for a VS fighting game (Street Fighter 2).
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donnaloia
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Quote donnaloia Replybullet Posted: 13 March 2014 at 3:44pm
OK, so lets say I open up photoshop. If I create a new image that is 16 by 16, and then create another image that is 32 by 32. Is the 32 by 32 image bigger? Or is it simply more pixels crammed into the same space as a 16 by 16 image? This is where I'm confused.

Also I still don't understand the term power of two. does that just mean you can increase the image size 200% when your done and it will look the same?
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yrizoud
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Quote yrizoud Replybullet Posted: 14 March 2014 at 2:22am
The number of pixels in an image tells you how much information is present. For example see this :

If you make a 32x16 image that uses only two different colors, you can display it on this device, one image pixel mapped on each "lamp".
Now if you display the same "Happy new year" 32x16 image directly on a modern LCD, with 1 image pixel mapped on one physical pixel, it's going to look tiny. So it's customary to scale up the image for final display :
- while drawing in Photoshop for example, you control the scaling yourself and zoom in and out when you want. It doesn't modify the image (same number of pixels, same printed result).
- in HTML, it's possible to dynamically resize any image. It's what happens in the forum when click and shift-click images. (Images will look blurry in Chrome, but on all other browsers they'll stay sharp)
- For sharing your images, you can always pre-scale them : In photoshop, choose the option resize/resample, be sure to pick "nearest neighbor" and to choose an image size that's an integer factor: 200%, 300%, 400%... This will ensure that all the pixels will be resized to the same size. This way, you can revert the change by resizing 50%, 25%, 12.5%

The numbers that are called "powers of two" are 1, 2, 4, 8, 16, 32, 64, 128, 256 etc. The name comes from the mathematical definition, http://en.wikipedia.org/wiki/Power_of_two
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donnaloia
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Quote donnaloia Replybullet Posted: 14 March 2014 at 10:34pm
So most people make things that are 16 by 16 or 32 by 32 (or another one of the numbers you listed), and then blow it up to a larger size when they are done since those numbers scale easily?

My last question is, I see people on this forum that are making art that is much larger, for example one of the newer threads from today or yesterday some guy made pokemon cards. What would be the easiest way to do something like that. The reason I ask is because that art was very pixelated, but it was certainly more than 32 by 32 pixels.

In other words, lets say I wanted to make something big and tall, like a movie poster. How could I do that? Do you have any suggestions for the dimensions or pixels? After reading your last post the only thing I understand that really applies to my project is to make something small that is a power of two and then I can blow it up when I'm done but I still don't know where to start. If I was making an icon or a small character, I understand but I'm trying to make something similar to the pokemon cards

Edited by donnaloia - 14 March 2014 at 10:36pm
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donnaloia
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Quote donnaloia Replybullet Posted: 14 March 2014 at 10:48pm
Edit: I found out in Pixelmator you can just turn on a grid that is 1x1 pixel and snap to grid. So I think this solves my problem above.

Edited by donnaloia - 15 March 2014 at 2:12am
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donnaloia
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Quote donnaloia Replybullet Posted: 16 March 2014 at 4:05pm
Does anyone know a program for mac, where you can set up a grid and have your drawing snap to grid?

The problem I am having now is that I want my picture to be more blocky (or larger pixels), but I am making a large picture, so the size of the canvas is 800 by 800. Using a 1x1 pixel grid is to small for what I'm trying to do, I'd like to do a 2x2 or 4x4.

Any suggestions on how I can accomplish this?

I was just going to work with 400x400 canvas and then scale it up to 800 when I finish, however the program I am using, Pixelmator, uses interpolation and everything looks very blurry when scaling up.
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yrizoud
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Quote yrizoud Replybullet Posted: 17 March 2014 at 2:59am
Originally posted by donnaloia

So most people make things that are 16 by 16 or 32 by 32 (or another one of the numbers you listed), and then blow it up to a larger size when they are done since those numbers scale easily?

They pick a size in pixels, and generally don't care which real-world screen space it occupies. You can not say 'When this is scaled x4, it fills the screen', as it will only work on one screen resolution.

On the pixeljoint gallery and forum, nobody needs to scale things before posting, because there are +/- buttons on the gallery, and on the forums, clicking/shift-clicking an image scales it up.
Originally posted by donnaloia

make something big and tall, like a movie poster. How could I do that?

You still seem to mix real-life size and pixel size, so I don't know how to answer that.
Originally posted by donnaloia

Do you have any suggestions for the dimensions or pixels?

Follow jal's advice, start small. You were referring to a specific pokemon thread : Why not picking exactly this size ?
Originally posted by donnaloia

I'm trying to make something similar to the pokemon cards

Only the illustration part, or the text too ? Text is a big constraint because you'll need a pixel size big enough to fit all the text, using a readable font. As a rule, the smallest font that's still very readable has characters 4x6 pixels, including the spacing.
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