I recently stumbled across a pixel art tutorial that mentioned making curved lines.http://opengameart.org/content/chapter-2-lines-and-curves It mentions how to make curved lines, but I am still having trouble making them. Could someone help me understand the rles of curved lines and how to go about making them in more depth? Thanks.
Help with curved lines in Pixel Art?
#2 Members - Reputation: 4605
Posted 13 September 2012 - 12:26 AM
My game: Gnoblins
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Small goodies: Simple alpha transparency in deferred shader
#3 Crossbones+ - Reputation: 2660
Posted 13 September 2012 - 03:41 PM
I really want to respond in more detail to this topic, but I'm at work right now. Please message me if I don't get back to you in the next 12 hours!
-Mark the Artist
Digital Art and Technical Design
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#4 Members - Reputation: 1857
Posted 13 September 2012 - 04:27 PM
Here is an example of what Ashaman73 may have been talking about. On the left is a (scaled up) curve rasterized. In the middle is an inking of the pixel curve following the template. On the right is a cleaned-up version of the curve. I'm not really a pixel artist, and a real one could probably clean it up better, but it's still pretty good for a guy who hasn't done any pixel editing in more than a decade.
Edited by FLeBlanc, 13 September 2012 - 04:28 PM.
#5 Members - Reputation: 4605
Posted 13 September 2012 - 09:14 PM
My game: Gnoblins
Developer journal about Gnoblins
Small goodies: Simple alpha transparency in deferred shader
#6 Crossbones+ - Reputation: 2660
Posted 14 September 2012 - 11:42 PM
FLeBlanc's did a good job with his example.The key to smooth curves is consistent "stepping", where there's an even reduction in the length of each step, like here:
More general ways to make sure things to look right is to zoom out all the way or mirror your sprite horizontally every so often. It lets you take a fresh look again and recognize any glaring problems you didn't notice while working on it (you tend to lose overall perspective working on details).
I would practice by making blobs (pools of goo or blood, imagine) and smoothing them out until they look right. There really aren't any hard and fast rules, so experiment until you fell comfortable. First attempts are as a rule are always bad; it just takes practice.
-Mark the Artist
Digital Art and Technical Design
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#8 Members - Reputation: 200
Posted 15 September 2012 - 11:04 AM
#9 Crossbones+ - Reputation: 2660
Posted 15 September 2012 - 07:19 PM
Pixel art is tricky for figures because the lack of available detail means that for figures to be recognizable, you'll have to exaggerate traits to make them recognizable. Basically, this means that the smaller scale you're working with, the more cartoonish your people need to be to not look like fuzzy blobs. You did a pretty good job with this in your version. As an experiment/personal practice, I tried to figure out a way to get closest to the original. Tracing is a very easy way to create something quickly if you are new at something, and lets you become intimately familiar with how proportions and the like.
I think this also goes beyond pixel art if you want to start creating your own character designs. I think you should probably practice drawing by hand some to get a better feel for structures and shapes. Human faces in particular are tricky to get right since our ability to subconsciously recognize something as wrong in them greatly exceeds our conscious ability to make look right (at least without tons of practice).
Edited by Prinz Eugn, 15 September 2012 - 07:40 PM.
-Mark the Artist
Digital Art and Technical Design
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