Detail vs Resolution
Printed From: Pixel Joint
Category: The Lounge
Forum Name: Resources and Support
Forum Discription: Help your fellow pixel artists out with links to good tutorials, other forums, software, fonts, etc. Bugs and support issues should go here as well.
URL: https://pixeljoint.com/forum/forum_posts.asp?TID=11986
Printed Date: 14 September 2025 at 12:54am
Topic: Detail vs Resolution
Posted By: Suminsky
Subject: Detail vs Resolution
Date Posted: 16 April 2011 at 11:57am
Hello, Im kind of a super noob on pixel art("kind" ;D)..thing is, all tutorials I saw are more about anti-alising and normal art itself then what I consider the most chalanging on pixel art: detail vs size..
I mean, its ridiculous easy make pixel art if you have a resolution like 256x256..no chalange at all, you just have to fix some alising..the freakin hard part is make a super detailed figure on 32x32 resolution, now thats what Im looking for, theres any tutorials about this specifically? How to make 4 pixels look like a finger on a trigger, or an eye looking upwards..see, thats what is really hard.
For example, if you look at the contra ds sprites, its super detailed, and have about 42x42 pixels(I count myself on photoshop, not sure exactly)..
When I try do this kind of work, it just look like a mess of colors..
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Replies:
Posted By: cure
Date Posted: 16 April 2011 at 3:24pm
pixelart become increasing difficult with size. oekaki would be easier. pixel art relies on the relationship between individual pixels and the pixel clusters they form, so the less clusters there are to manage, the less work there is to do. you can make larger art, but if you don't make micro-decisions about individual pixel placement, it will still make poor pixel art. all that's necessary for knowing how to make smaller art is better understanding of the fundamentals in pixel art. knowing how to optimize the pixel clusters and use of AA, avoidance of banding, etc. This information is covered pretty thoroughly in the http://www.wayofthepixel.net/pixelation/index.php?topic=8110.0 - Ramblethread over at pixelation (and also in http://www.pixeljoint.com/forum/forum_posts.asp?TID=11299 - The Pixel Art Tutorial here in this forum)
often the problem people encounter with small sprites is trying to convey too much information. the size a single pixel reads as is much greater, so some details should be left out. simplification is key, sometimes you have to suggest features rather than depict them.
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Posted By: jalonso
Date Posted: 16 April 2011 at 4:58pm
detail vs size(scale) IS the basis of all pixelart.
It is assumed that whenever someone has a question or a WIP the basic decisions have been made by the artist regarding this, thus most questions and tuts are about techniques, colors, etc.
------------- http://www.pixeljoint.com/forum/forum_posts.asp?TID=9378&FID=6&PR=3 - PJs FAQ <•> http://www.pixeljoint.com/forum/forum_topics.asp?FID=6 - Sticky Reads
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Posted By: Suminsky
Date Posted: 16 April 2011 at 5:13pm
I dont like the idea of letting details out, the most impressive pixel art(on my opinion) are the ones with am impressive ammount of detail..The ones that when you zoom it, you cant understand a damn on the 2 zoom alredy..
The contra sprites I mentioned is a real good example, its a dude(not chiby) with a huge machine gun..
Its really about the clusters you mentioned( I was not familiar with the term), figuring out how to represent something by mixing some colors, a little shading that will be interpreted right by the viewer..
Not saying to just clutter the image, just saying to do anything that you would do on normal art.
A collection of cluster hardcore examples would be awsome.;D
I will be looking the tutorial you posted, thanks.
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