From: Zachary Vance Date: Mon, 5 Jun 2017 00:34:56 +0000 (-0700) Subject: Fixes in Mark's Pixel Art tutorial X-Git-Url: https://git.za3k.com/?a=commitdiff_plain;h=0c4613f18aa2456bee8f4c5e80e4f7eb761cf959;p=za3k.git Fixes in Mark's Pixel Art tutorial --- diff --git a/pixelart/mark.md b/pixelart/mark.md index 716d77d..5c6b36f 100644 --- a/pixelart/mark.md +++ b/pixelart/mark.md @@ -1,6 +1,6 @@ [Pixel Art Tutorial](tutorials.md) >> Mark's Pixel Art Tutorial -This page was originally hosted [here](http://www.natomic.com/hosted/marks/mpat/) but has since gone down. I've archived it on my site. Thank you Mark for writing the tutorial, and thanks to the [Wayback Machine][] for keeping it around for me to copy. +This page was originally hosted [here](http://www.natomic.com/hosted/marks/mpat/) but has since gone down. I've archived it on my site. Thank you Mark for writing the tutorial, and thanks to the [Wayback Machine][] for keeping it around for me to copy. Sorry my version looks terrible! Hello! Welcome to Mark's Pixel Art Tutorial. I hope you will find some useful information here. This guide is intended for those new to working with pixels - if you already know what you're doing, you shouldn't be here! diff --git a/pixelart/mark_approach.md b/pixelart/mark_approach.md index fb4f9ca..6398165 100644 --- a/pixelart/mark_approach.md +++ b/pixelart/mark_approach.md @@ -22,9 +22,9 @@ If this is the case, then brushing up on your basic art skills is a must. The first few iterations of your lineart or shaded image may often look terrible. Don't be disheartened - even the most seemingly hideous mistakes can be edited into something decent. I quite often find myself working by the process of refinement. Once the latest version of your piece is complete, sit back and take a good look at it before fixing it. This 'tweaking' usually breaks down into a simple, 3 step cycle : -*1 - What is wrong with it?* -*2 - How can I fix it?* (Often defined by 1) -*3 - Fixing it.* +1. *What is wrong with it?* +2. *How can I fix it?* (Often defined by 1) +3. *Fixing it.* Check out this painful progression. What was I thinking when I started it? Nethertheless, I think I saved it. diff --git a/pixelart/mark_colours.md b/pixelart/mark_colours.md index c2c0e3a..5563fc2 100644 --- a/pixelart/mark_colours.md +++ b/pixelart/mark_colours.md @@ -12,9 +12,13 @@ Inside a computer, each of these three colours is given a value from 0 to 255, w These colours can be mixed in varying amounts to generate different single colours on a pixel, like paint. However some of the colours generated are not what you would expect from mixing paints. *255 , 0 , 0* gives a very bright red. + *1 , 1 , 1* gives black. + *255 , 255 , 255* gives pure white. + *140 , 140 , 140* gives a medium grey. + NOTE - 0 , 0 , 0 is often reserved for a special case - *transparency* Preset palettes may come with some nice colours, but an understanding of how to create new colours, and find new shades of existing ones with RGB values is helpful. @@ -25,7 +29,6 @@ The sliders may initially seem cumbersome and confusing, but you quickly get use ![][jpgpal] ![][rgbslide] - For art in general, I find it preferrable to use 'softer', pastel colours and avoid strong, neon colours (ones with a very high value in one or two RGB values, and a very low value in the others ) They have their place, but they are very garish and I would advise against using them often. Here are a few examples of colours that I personally think work well, and colours I don't : diff --git a/pixelart/mark_displaying.md b/pixelart/mark_displaying.md index a8779d1..1f3430c 100644 --- a/pixelart/mark_displaying.md +++ b/pixelart/mark_displaying.md @@ -7,15 +7,15 @@ Some file formats are suitable, others are not. #What not to use : -*.BMP* - 16 million possible colours for each pixel. Extremely inefficient for pixel-art storage. -*.JPG* - Lossy compression will smudge your nice crisp art in a variety of horrible ways. +- *.BMP* - 16 million possible colours for each pixel. Extremely inefficient for pixel-art storage. +- *.JPG* - Lossy compression will smudge your nice crisp art in a variety of horrible ways. --- #What you should use : -*.GIF* - Saves images with up to 256 different colours. Small filesize allows fast loading. Loss of image quality only occurs when you excede 256 colours, though it is unlikely you will reach this point unless you are saving a composite of many sprites. -*.PNG* - Similiar to gif, except that it will allow you to save images with more than 256 colours without image loss. Technically better, but not well supported by Internet Explorer (boo, hiss). +- *.GIF* - Saves images with up to 256 different colours. Small filesize allows fast loading. Loss of image quality only occurs when you excede 256 colours, though it is unlikely you will reach this point unless you are saving a composite of many sprites. +- *.PNG* - Similiar to gif, except that it will allow you to save images with more than 256 colours without image loss. Technically better, but not well supported by Internet Explorer (boo, hiss). --- diff --git a/pixelart/mark_shading.md b/pixelart/mark_shading.md index 953f1b2..69dbd33 100644 --- a/pixelart/mark_shading.md +++ b/pixelart/mark_shading.md @@ -52,6 +52,7 @@ These principles apply even more simply to a flat-sided shape. A sphere is a rather boring and sterile object though. The same principles can be applying to a more interesting, less uniform object like this fat little creature : ![][fatfella] + Note how planes facing towards the light source are brightened, and those facing away dimmed. A good understanding of the three dimensional form of your piece is vital for shading, so that you can identify the amount of light these surfaces receive and shade appropriately. In this example I have used a darker base colour and worked more toward the lighter end of the spectrum. The darker shadows are still there, but the overall effect is the lightening of the flesh to a tone I felt was more appropriate. diff --git a/pixelart/mark_softening.md b/pixelart/mark_softening.md index d8259fa..63a45c1 100644 --- a/pixelart/mark_softening.md +++ b/pixelart/mark_softening.md @@ -26,7 +26,7 @@ If you want to do this really seriously, you might also want to gradiate lighten Sometimes the shade you want to replace the lineart with is lighter than line 'and' its surrounding shades. I find this useful along the non-outline edges of a shape where edges meet. This simple box example says it better : -![][boxed] +![][boxedge] --- @@ -36,10 +36,11 @@ In some cases the sprite will look better if certain outlines are removed entire Take this example of a shirt sleeve hanging on an arm - before and after. ![][sleeve] + [mumi]: /pixelart/images/mark_mumi.gif [ball]: /pixelart/images/mark_ball.gif -[boxed]: /pixelart/images/mark_boxed.gif +[boxedge]: /pixelart/images/mark_boxedge.gif [sleeve]: /pixelart/images/mark_sleeve.gif diff --git a/pixelart/tutorials.md b/pixelart/tutorials.md index e4a2048..8979887 100644 --- a/pixelart/tutorials.md +++ b/pixelart/tutorials.md @@ -3,7 +3,7 @@ Pixel Art Tutorials - Tutorials - The Pixel Art Tutorial by [cure][logan tanner] [Original][cure's tutorial] - Pixel This by [Russell Tate][] [Original][pixel this] ([Cache](pixelthis.md)) - - Mark's Pixel Art Tutorial [Cache](mark.md) ([Wayback][mark's tutorial]) + - Mark's Pixel Art Tutorial [Wayback][mark's tutorial] ([Cache](mark.md)) - Time-lapse art progress - Scene #38, "Boat House" by [Octavi Navarro][] [Original][scene 38] ([Cache](scene39.md)) - a [big list](http://www.pixelprospector.com/the-big-list-of-pixel-art-tutorials/) of tutorials