Originally posted by Partack
This is the first i've seen of this artists work. i'm intrigued. tell me, why does he use those angles?
There are a few reasons that I can see:
- Lines with consistent angles are "easier" to AA. Although easier really isn't the most effective word to describe this... Basically, straight lines don't need that much AA. A curvy, wavy form might require substantial time and effort to smoothly transition into the color/object behind it and also be given a flowing, organic form. Straight lines and sharp edges are the bread and butter of pixel art for this reason. They just naturally look better in this medium.
- Highlights play well with the reasons stated in number 1. If you pixel things composed of mostly flat planes, your highlights will not only be easy to do but look very good - just highlight the edge where the light is hitting it and shade everything in. (Don't assume this means there less skill involved in using this method. While just blocking everything in and highlighting is easy, creating interesting textures on those planes is pivotal in making the piece interesting. Otherwise you have just pixeled a bunch of uninteresting block people in block worlds. That's not what ptoing does at all.)
- Dithering works well on areas with well-defined edges. Have you ever tried to dither a curvy form and run into awkward pixel placement around the dips and bends of the edges? You should never run into this problem if your piece doesn't have a single curve. ;)
Also realize that ptoing does not exclusively stick to these "rules" in his work. These things merely serve as a guideline or framework to practice with and build upon.
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