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#love the textures and colors and composition
mtkmsp · 3 days
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THE RETURN OF COVID Horror/thriller movie style!! I don't think I could find enough words to express how much I love doing those posters............ For this one, I felt like the cast of "antagonists" of the movie would make for a pretty awesome composition and mood, and paired with the church setting I think I got something pretty interesting, haha. More below!
As it happens, a fandom friend asked if I could maybe some day record my process, and therefore I did! (and went the extra mile adding goofy horror songs to it...) Check it out if you're interested :)
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I've detailed it in the YT vid description as well, but my process is rather straightforward. I tend to be a "lazy person" in that I like to, ideally, spend the least time possible on anything, and so far this process is how I've best achieved that while still managing some rather complex pieces. I like to be extremely rough with my sketches and prioritize dynamism and composition, and I usually take my time repositioning the characters until I'm satisfied before I go any further. I don't have the best mental visualization so I usually try to have a very rough idea of what I want before I directly jump to sketching and mostly ideate there. The lineart is very straightforward as well. I come back later to adjust line thickness here and there but otherwise I just "trust my brush". The fake fisheye perspective is entirely wrong and made up so I needed some custom perspective lines to know roughly how to position the background elements.
I do come back with composition guides after I'm done with the lineart, just to check how the illustration is doing. I prefer not to use them at first because it tends to "constrain" me a bit too much, and I like to remain very free as to maintain a feeling of spontaneity, which is why I will only fix the composition afterwards (when I do). Coloring is then fairly streamlined, with background colors/atmosphere guiding the overall color scheme followed by character coloring and additional details. The most fun part comes with the post-processing, where I go wild with additional fog and light shaft layers to add depth to the entire thing. I use a bunch of additional tone curve layers to adjust the colors and make it more uniform, as well as one blurred, flattened copy of the illustration with strengthened contrasts, in overlay mode, to add some vibrance, and a noise layer for texture. That's it! Thanks for watching, for those interested :))
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Illustration of Julius Mode from Castlevania: Aria of Sorrow and Castlevania: Dawn of Sorrow soundtrack.
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star-whores69 · 1 year
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My bff @rexscanonwife commissioned @reallyhardydraws to draw my version of Gar and Malta from Smuggler's Run!
They look so good ; w ; I've been staring at this for like two days, no cap
What an age we live in where we can just pay people online to draw us some excellent art of characters we want to look at 😌😌
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christophephotos · 3 months
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volivolition · 5 months
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I say this in the most loving way possible, how the fuck can you write the most expressive and magical tags ever?? How do you have the mental energy to form words? 50% I can only say "nice post op". You inspire me to spread positivity to everyone but I literally can't be this positive and kind all the time. Just want to send you love and know that I appreciate you <3
HKJGH AW RED!! :'] <3 it does take a lot of energy, i understand :'0 i keep a lot of cool art in my tumblr drafts. the art stays in there until i have energy to type all my thoughts out. a lot of things stay stuck in there… i try to make sure art from my friends get out soon though :0 don't feel bad if you can't type a lot!! anything you can manage is okay! no one can be positive and kind all the time, and that's normal! just do what you can. i promise it's enough. (<- these are things i need to remind myself too <3)
a lot of it is literally just me needing to scream hkjfh, i have a lot of thoughts and i love sharing them always. i love rambling, can you tell? (<- joke) also i have a lot of love to give and i love artists and their creations. like WOW someone made a thing!! and they wanted to share it with the world!! AND I GET TO SEE IT!!! i GOTTA tell them i enjoy it!!!!!
it's also my empathy acting up because im also an artist!! and he's like "hey!! you love people writing nice tags on *your* art!! imagine if you were this artist, wouldn't you be happy to see someone tagging it with nice things? :)!" and im like yeah!! if this makes me happy, i should make other people happy too :3
ANYWAY I APPRECIATE YOU TOO RED YOU'RE DEAR TO ME!! SENDING LOVE BACK!!!! <33
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xcziel · 1 year
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^^^ credit to this 💙gorgeous💙 pic from @moonlovingvampire for driving me back to the palettes because i love everything about it (including the moon lamp *eyes it enviously*)
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under the cut, the original suggested colors -
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i know it looks for "accent" shades but COME ON
all those soft subtle organic hues and it grabs ... black, and the yellow of the one light in the background? for sure they are contrasts i guess
when i see a glowing moon at twilight it definitely evokes images of ... bees??? warning signs? crime scene tape? lol
#palettes#too good to just admire passively thank you for this it's stunning#like moon sky greenery wood water stone (it think that's granite or similar) and *light*#just everything visually - but also mentally emotionally - satisying to look at#fantastic composition as well - you are so right to be proud#god i love how the moon lamp looks - i keep almost getting one for myself but other things take precedence :/#your plant looks healthy too - all of mine are either going gangbusters with little input from me or like deathly unhappy#the colors are just SO GOOD#however i will mention again how gray is just the weirdest fucking thing in digital shading#like look here: every shade of gray just glows and has subtle hues hidden in it#but when you pull out the individual shades they are SO flat and boring unless you are very careful and picky#like select the wrong area and instead of the depth and luminosity you get like ... minecraft brick or 8-bit videogame 'castle'#just the strangest thing - and it throws all the other colors off bc it looks so artificial#i guess in nature nothing is ever really a flat gray so in the human eye it hits the uncanny valley easily#and the only other time you see unrelieved flat gray is like the painted walls of institutions or whatever#for sure there are lovely soft grays but somehow without the benefit of like ... textural variation on here it's a tough selection#there's your useless observation for the day hah#seriously though thank you again for the photo - it triggered a part of my brain i haven't really been using lately
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the-village-dunce · 1 year
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back to school shopping sucks when you're autistic
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vraska-theunseen · 1 year
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I like your new pfp! When I saw you changed it I assumed it’d be Jughead
HELP no i just changed it to be some harrowhark nonagesimus art that i like bc i've not been as into jason todd 😭 maybe one day i'll make it jughead lol. u should check out @pygmypouter, my icon is from this piece and they've made a lot of other really cool and beautiful locked tomb art
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haubaut · 10 days
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mangoslixes · 5 months
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“Shadow and light are the most stable and perfect tools of creation: they unite colors, shapes, and dimensions,” says Moldovan artist Sergiu Ciochină, adding that “shadows move us through diversity, enhancing our perception, while light fills us with the joy of discovery.” In saturated hues, he captures dappled sunlight as it filters through the trees and the rich tones of the golden hour as it casts deep bluish-purple shade onto the sides of houses.
Taking cues from the Impressionists, Ciochină focuses on the nuances of light and its ability to reveal outlines and forms. He works in thick, impasto oil paint on board, emphasizing the shapes of windows, doors, and stoops and transforming otherwise ordinary buildings into compositions glowing with the patterns of foliage, architectural angles, and the texture of brushstrokes. “The symbiosis I create between nature and architecture is intended to evoke a love for space,” he says.
on Sergiu Ciochină
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luneariann · 2 months
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DTIYS RESULTS!
Honestly this was super hard to decide 😭😭 I ended up adding more honorable mentions slots and I’m still tempted to add more cuz you all did rly rly amazing! I wanna thank all of you for participating this was a super fun experience, now, with that said...
In first place we have @carrotkicks with their absolutely stunning piece! :)
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I fell head over heels for the composition its really really unique and it works wonderfully! Their colors were gorgeous and very well balanced, they rly took the prompt and made it their own and it worked wonders :)!
In second place we have @j11nko with this absolute banger of an art piece!
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OOO where do i even start, the lighting i think takes the cake here, completely made it look like they were bathed in gold, made the ambiance of it rly rly stand out, Cins coloring style has a way to make things rly look more vibrant and it showed especially clearly here :)!
In third place we have @afraid-of-the-deep-sea with this piece that had me staring for a solid ten minutes straight
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His use of texture and the symbolism was SPECTACULAR are you SEEING THIS IM SICKKK, once again a VERY unique piece that rly took ownership of the prompt, absolutely stunning, the colors were wonderfully vibrant and the whole thing has a way of sticking to you, amazing job
In fourth place we have @maractius with this beautiful piece right here
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ARE YOU SEEING THAT USE OF COLORS OUGHH, the coloring and rendering is insanely good, and their expressions are soso strong, literally obsessed w this, the way theres not a single stretch of canvas that isn't occupied in some way without making it look cluttered is rly rly interesting and well done, and the subtle shift in perspective is just the final detail that makes this an insanely good piece
And finally in fifth place we have @candiedfright ! With this absolutely lovely piece
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Ouuu this is so pretty 😭😭 the way they arranged the piece gave it a rly strong sense of depth, which in turn makes this piece feel like something ripped straight out of a movie, the way they handled shading only adding to it, SUCH a gorgeous job they did amazing
Now! Onto Honorable Mentions! :)
In honorable mentions we have @tedlebred s stunning piece
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Are you seeing that RENDERING OMIFHE obsessed, i love the way they implemented the flower details in their hair and their decision on the change of the setting, turning the prompt into a photograph and making the text into part of that new setting was a super clever choice that rly made their piece stand out :)
We also have @spiderbends with this rly wonderfully soft piece!
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The change in pose was so fun and so well done, that coupled with the change in expressions to ones much softer completely changes the vibe of the prompt and turns into something you could almost call playful! Taking the text from something confrontational to something teasing, rly rly lovely job!
Up next we have @seukorei with this lovely piece!
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Once again we have a change in pose that works beautifully to change the tone of the prompt, the shading and the colors chosen give this piece an almost melancholic atmosphere that manages to also be incredibly soft, truly wonderful job once again :)
And for our final honorable mention we have @lotus-pear ! With this pretty number
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THE POSEE, ouuu you guys r killing me w these pose changes! The new closeness of the two characters gives it a much more intimate vibe, coupled w their expressions it does a lovely job at emitting a sense of trust and comfortability between them thats just rly beautiful to see! Rly love job
Aaaand that abt wraps things up! I wanted to add more honorable mentions but i already added more than i was intending to 💔💔 choosing at all was rly rly hard
I wanna thank everyone once again for participating this was truly a rly nice experience and you guys did an amazing job! :)!!
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ryanseslow · 5 months
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How to Create Paper Cut-Out Reliefs: Tips and Techniques for Beginners
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Back again with another lil' series of 2D wall relief paper cut-out forms. Both of the pieces below follow the same process and technique. Im really happy with the process and outcomes. Im working on animating them as we speak. I'll add them to this post later. My paintings inspire my drawings, and my drawings are inspired by those same forms found in my paintings. It makes sense that every so often I want to make those forms "pop out" and off the surface of a flat plane. Alas, it all starts with a quick sketch. See below, just a series of light loose free flowing lines take the lead, forward ->
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Here we have a dude posing for a profile style portrait. Most likely, this is inspired by the NYC B-Boys from the years 1983 - 87ish. Either way, it's nostalgia for me. Once the sketch feels good, I'll break out the paper and x-acto knife. I keep telling myself that one day Ill work with another material other than paper for these works, perhaps wood or metal.. It will happen, I can foresee it for sure, hang in there. Im using a white bristol paper for the cut outs, I believe it is the vellum type and not the glossy, but either or will work just fine. I love to cut paper and the whole medium of paper art in general.
Paper cut-outs, also known as paper cutting or Kirigami, is a traditional art form that involves cutting shapes and designs out of paper. The history of paper cutting can be traced back to ancient China and Japan, where it was practiced as a folk art. The Chinese and Japanese would create intricate designs, often featuring animals, plants, and mythical creatures, and use them as decorations for festivals and special occasions. I always loved it and have felt inspired by these pieces.
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Using the sketch above, I apply the "map" of the shapes and forms that I see. Sometimes I redraw those forms on the paper that I will cut out, and sometimes I just "draw" with the x-acto knife to recreate the forms. Sometimes, it's a combination of both of those techniques. There is also a series of "out-take / byproduct" cut outs that do not make the final piece, those can be saved and used for the next piece, obviously!
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I layer the forms on top of each other to compose the arrangement as a whole, its fun to watch it all come together, in the next phase, you will need some kind of durable tape or you can make little paper forms that can be pasted to both sides of the forms as they stack, this will create the gauge and depth of the piece once it is placed onto the wall.
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This is the final composition above, I love it! I used a roll of duct tape to make small cylinder forms that connect the pieces together, the piece as a whole comes "off of the surface of the wall" by about 1.5 - 2" inches - you can play with this a bit but keep in mind, the tape makes the piece heavier and it will want to comply with gravity :)
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I hung the piece (also temporarily adhered via the same duct tape) for the photoshoot and to also get a good look at how it will function on the wall. I have an old painted fire place in my studio that is a great surface for hanging things, I love the contrast of textures between the bricks and the paper, as you know, the shadows will be super cool to see too.
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Once I had the whole piece constructed I took a few pictures of it. I immediately wanted a clean vector line drawing of the whole character. I brought the photo into adobe Fresco and used a vector brush to draw this lovely variation. This is how my brain works, I switch paths because I know they are really pipelines to the "next thing" that I will push this to, so forward we go.
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Then, it was light source and photo shoot time. Im not really happy with these picture as traditional "photographs" as I know I can do a much better job, but, as a series of "sketches" for a planned photo shoot, these will really help to make those plans a reality. I love neon colored lights. I have a bunch of them from various places and spaces that I found on the internet. Amazon has a great selection of flashlights with various colored light options. Get a few and play around with how the light can effect your work and the shadows that it creates. This is where the depth and gauge of your pieces play a role. The photos below are also a part of the same session, which all took place over a few days.
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Here is another variation with a different character.. What do you think? Shall I make more?
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ruthytwoshakes · 11 months
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after 30 hours we’re done!!!
I love little pootis so much, a fantastic series. If you haven’t seen it yet I really recommend it!! I bought one of the plushies for my little siblings for Christmas hehe.
I’ve been wanted to make some fanart for it for a while, but I wanted it to be special! Since it means too much to me and my family :3 so I tried my hand at digital painting again! Here’s my process:
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First I started out with the sketch and putting in the values, (that image is the scene I was referencing.) and since I have absolutely no idea how perspective works I just guessed and went “eh good enough.” I also used my radical composition skills to give the whole thing some life! (Golden ratio my beloved.) I should have gotten some reference images, first mistake, but I was way too excited lol.
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Then I duplicated the layer and started painting over my sketch using some painting and blending brushes. Unfortunately I forgot to capture any in-betweens of this process so it makes it a little hard to explain. But once I got my values down and my painting rendered to point I wanted it to be, we started coloring!
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And oh god! This is why the painting took 30 hours! This was my first time painting using this method, so I was so not ready for the coloring part. I’m in a love-hate relationship with gradient maps so the coloring was mostly done with blending modes, I think I used the linear light mode?
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After watching a stupid amount of videos by Marc Brunet I finally got it! Used just one overlay layer and adjusted my colors and values as needed for this one. Used a couple gradients and other techniques to get the snow and the water looking how I wanted, and we’re almost done!
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My favorite step! Adding a bunch of textures and sparkly stuff! It’s not for everyone but I really like it. And congratulations we finished our first painting yippee! Thanks for reading :3
little pootis by @quazies
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girls--complex · 1 month
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hi, love your work a lot! it manages to blend coherence with layers of esoterica, in a fun & meaningful way. do you have any big influences with your style?
Writing this as a narrative because my whimsicall mind can't seem to organize information logickally otherwise
So
When I was a child my Dad would show me a lot of comics/cartoons in all different styles/eras and so I was internalizing comic book logic from the very beginning. He really liked American comix both capes and Indie stuff but was also into franco belgian artists and let's be clear my papa has good taste so I was readying good stuff though I couldn't remember it all too reliably... Also Comics Journal, so I was reading comics & meta about comics. So basically I have like a deep archetypal brain stem dark spring of mind that spits out raw comic information like a dream that I can't place until I rediscover them, and a lot of deep unremembered imprintations that R kinda roiling around under the surface #Stupidsoldier
N then I was a deviantart kiddo and a reading manga at barnes and noble kiddo, and then I went and got a formal art education and learned about all these artists that sort of did pseudo comics or cartoons but didnt articulate it that way-- The German xpressionists are a big example of this -- and also about overall principles of like scale and hierarchy and time and presence -- and also just that I really like drawin the human figure in particular :)
I'm really grateful that my parents especially my dad were actually really supportive/invested in me being an artist even though they had very little faith in my character or overall competence. so I was always doing art activities to make me better at drawing because that was like the one redeeming quality I had, a lot of household resources went into me having art tutoring or doing community classes, and I was really strongly encouraged to get ma BFA
So 4 influences well I like things that are very stylish but very specific in how they represent figure N physiognomy... Naoki Urosawa & Jeff Smith were fascinations 2 me along this line... Arakawa is good too... I feel like this is a strength of American and British cartoonists generally but struggling to think of names
My favorite painter is tied between two commies: Siqueiros, who was a Mexican muralist and chaotic socialist, really specific markmaking and texture, pathos drenched figuration, charged epic landscapes, and Petrov-Vodkin, Russian ikonographer who became a propagandist for the USSR, semi-social-realist, semi-ikonographic compositions in which space is wrapping around itself to organize human figures according to a mythological logic, flattish, very cartoons/comics aligned, strange treatment of color but all really effective
History painting overall is everything to me it really doesn't show in Coward but I think it shows elsewhere some of my other dramatic sensibility is a lot from 00s action movie shlock which I would always enjoy to go see when I was younger and was somehow fascinated with the environment of government buildings and prisons and secret operations happeningunder the surface of every day life erupting into wet violence of men punching each other
I love the movie THE RAID redemption !!!!
I learned a lot of the logic of pacing N building pages around Tezuka's work as well as FMA N Death Note I think were big 1s to teach me that logic. Tezuka is a really good artist to look at for how to compose a page that supports the energy of the events that are happening on it, not that that's something I personally am good at. Favorite mangaka for tone and environment and visual identity are Katsuhiro Otomo, Tustomu Nihei, Suehiro Maruo, Nishioka siblings, Hideshi Hino
A lot of my sense of timing is also from news paper strips tbh. It's just a gut thing to me at this point hehe , Character design is also a gut thing for me I draw a little thing and I can either ensoul it with psychosexual fixation or I can't
I was born in the hospital Henry Darger worked at St. Joe's he's an ancestor to me but ofc inimitable by virtue of GOD being his sole audience
As for the esoterickal dimensions I feel like it's all it's own post let's just say I lack the inclination and ability for systematic and rigorous study but I am really interesting in gathering little packets of information and arranging them into dioramas and the longer I do it the more packets I accrue
I want to make a list of artists on here that I like/admire sometime too but that's too much for me rn. I also suspect a lot of people R mad at me for arbitrary reasons just as I also am mad at a lot of people for arbitrary reasons so I dont wanna bother no one ...
Oh well so I'm intentionally reorganizing how I draw right now because I sense a shift in my trajectory again so thanks for making me reflect
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zaebucca · 10 months
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About scale, process, palette and canvas: a few considerations on pixel art as a medium
User moredogproblems answered an interesting and legitimate question by another, DiscountEarly125, regarding my work and canvas size. He also perfectly isolated two central concepts of pixel art, which are scale and process. Canvas size, which was the theme of DiscountEarly125's specific request, is more of a dependent variable to those two aforementioned concepts, rather than a starting point. I hope the following considerations I shared may help or prompt some other ideas, but this is what I could come up with 15-ish years of experience with pixel art (and a few more years of art and media studies). I was quite in the mood of writing down these few thoughts that have been floating for a while. I apologize as this may also result in a confusing wall of text, but it is all part of a my work and research, and I would love to polish all the material, hopefully with some thoughts, insights from other colleagues, as well as pictures and materials!
A. Scale and canvas size It is true that the bigger the canvas, the more distance one may visually create from pixel art, but I personally think this is to be possibly considered a matter of perceiving pixels, rather than a fundative problem of the medium. In fact I concur with the idea of "process makes the medium" rather than identifying pixel art as how (evidently) pixeled the result feels. The general picture, or the sum of pixels, though, is a really important matter to the medium nonetheless! Pixels themselves work in relation one with another, so it's their overall result that gives context and makes the subject recognizable. This relationship between pixels links back to all the art fundamentals that each artist is taught, from color theory to shape and composition - and so on. So, the canvas size debate usually boils down to a matter of scale or necessity of your subjects. As long as the dimension (canvas) of your subject (as in: a drawing of an apple, a character sprite, a mockup environment) allows you to operate, control and keep an eye on the quantity (number/area of pixels together) and quality (color, shaping of multiple pixels, texturing obtained through color and shapes) of isolated single pixels or pixeled areas, you're in the pixel art universe. The other way around to define the matter of scaling: in order to be operating pixel art fundamentals and techniques, your subject has to be on a scale that allows you to apply principles of pixel art within the space of your canvas and your personal style. These very same principles, or basics, can be applied with different results and extent to bigger and smaller canvases alike, each with their own specific difficulties and variables. It is important to adapt your scale when learning, and trying classic canvases per subject like "16x16px" (standard tile or character sprite unit, tied to older consoles and screen ratios, it's a bit complicated there) is always a nice idea - they also tend to be industry benchmarks and necessities so in case you'd like to consider a professional output, that's very useful.
Scale also applies to the array of colors, and there lies the concept of palette: a number of single hexadecimal hues we are using for each single pixel. Any single pixel can have one hexadecimal color only.
Consequentially it is absolutely true that either a huge canvas or a palette too broad may prevent a viewer from perceiving immediately the "nature" of your medium, namely seeing square pixels, recognizing a certain amount of color - or more thoroughly recognizing that you made some choices for each subject on a pixel level. What could possibly happen on a huge canvas (without zooming in) is that you can't really grasp the pixels, but just the "overall picture" - and that may not differ too much from digital, raster art, which is of course also based on pixels. Therein appearently lies a sort of threshold that is really hard to pin down for us pixel artists, as it depends on screen size, visualization methods, distance, filters and lots of other inherently subjective parts.
This kinda is my case sometimes: I make big environments (possibly too big, and too detailed in each part I tell myself) that are a sum of many lesser parts: both tilesets and sprites that relate (but not strictly adhere) to a basic space unit that is 16x16pixels. You can indeed consider scale in a broader sense as a subdivision or magnification issue, much alike squinting your eyes to focus on a picture's overall contrast or, conversely, analyzing its fundamental parts with a magnifying glass, and then a microscope - an analogy as follows:
a. the picture as a whole is like a colorful rock that you can analyze by magnifying its grain. b. the characters, geographical elements and textures, works like the different substances that compose the rock and give its visible characteristics grain and complexity, c. single pixels constitute the very atoms of those previously recognized substances.
I mean "atom" in the traditional, classical meaning of indivisible, fundative object. That's a "quantized" part of information, which for pixel art is ultimately color (or a binary value, like yes/no black/white). If you were, for example, to crop some parts of my work - let's say 160x144 pixels (a gameboy screen resolution in pixels) you would see the substances that are characters and elements of nature, and when you zoom in again, every atom becomes visible as a single entity of color. There are 29 different type of "atoms" in Ruin Valley as in different, singularly hexadecimal colors that work together in different combinations and shapes to create different substances and characters. 18 of them are used for the different qualities of the environment, and 11 more for extra hues for characters and other elements to pop out a bit.
It's really interesting to see how many pixel artists push this "threshold" of pixel art canvases to the extremely small or the extremely big, whereas, notably, palettes are less open to growth: it is indeed my opinion that pixel art tends to quantize color (quality) over than dimension (quantity). Palettes, notably, do not grow exponentially, but tend to a lower, fixed, controlled amount of individual values instead. This usually gives the artist the true possibility and toolkit through which is possible to think about/with pixels. In other words: color (or its absence) is the founding unit and identity of pixel art as a digital medium.
B. Pixels as process or pixels as objective? Pixels themselves (as strange as that may sound!) are not to be considered an objective of pixel art, I think, but the founding matter of its research as a medium instead. I think that making pixel art is not just devoting oneself to show those jagged, squarey areas or blunt edges that we all know and love: this is just one of the possible aesthetics that pixel art conveys or adopts - especially on small canvases. Pixel art is not about denouncing itself as pixels, but, rather, embracing the square, atomic unit to build an ensemble that conveys a content or a style. That's the important part of the discourse that emancipated pixel art into being a medium, and not just an aesthetic choice or style of representation. Again: process makes this medium. Speaking of that, I consider pixel art as part of a broader family of "quantized art", namely media that operate on/with "indivisible, founding bricks and unities" that can assume a certain quality (color, mainly) within a certain quantity (palette, canvas size) and in relation to its surroundings to describe something. This puts pixel art, with its specifics and with a certain degree of semplification, among other mediums such as cross-stitch, bead art, construction sets, textile art (on a warp and weft basis), (micro-)mosaics and others.
A classic threshold example of process vs objective: oekaki art. Oekaki art - which I love and also happen to make from time to time - doesn't really work or "think" specifically on a pixel base: it doesn't place pixels per se, but uses pixel-based areas and textures on bigger canvases with a certain degree of freedom, like one would normally do with brushes on raster digital art programs (adobe ps, gimp, clip studio and so on) in order to convey an aesthetic with fewer colors and a certain line style and texturing. That way, oekaki uses and knows pixels in a deep way, but doesn't see them primarily in a quantized way. As a result the "overall picture" shows pixels to a certain extent, and it's possible to recognize distinct pixels for each part, but the objective is not an analysis and use of pixel and quantized information, but the use of an aesthetic based upon accessibility of resources, their control and a certain rendering style.
A huge part of pixel art is its absolute accessibility: everyone with a fairly outdated computer or screen and a basic drawing program can study the medium. To be fair, it's indeed considering accessiblity that I highly support an inclusive approach to the term "pixel art" and I think traditional oekaki is a close, beautiful relative that builds upon the rules and techniques of pixel art and pixel rendering, yet keeping its identity as its very own medium - somehow like a dress may be built around/upon textile design. Anyway, boundaries are meant to be crossed and I think there definitely are lots of oekaki and pixel-based art that meet traditional pixel art mid-way - or further. I also think the "is it pixel art?" discourse possibly ensuing - and generally speaking any media belonging purist ontology - is a treacherous, slippery terrain leading to excesses, and this is not my focus today, neither am I able to tackle that subject extensively at the moment.
C. Conclusions and a few good exercises Everything above may be farfetched or too complicated as a starting point. I tried to write all down as orderly as possible. The point of this (possibly discouraging) analysis and the reasoning between scale and process is that (pixel) art is about trying different canvases, and reasoning on one's subject and objective, rather than limiting oneself to presets sizes or styles. It's important to choose something that resonates with us and, in doing so, thinking about other, more interesting limitations: that's the discourse about quantity of space and quality in color. Limiting is the best possible exercise and one I wholeheartedly encourage: by doing so we are progressively delving deeper on the basics, as we learn the fundamental relationships between shapes and colors that we can achieve through pixels. A few good exercises that I too implemented in my own workflow come to mind: 1. Trying different canvases (or sizes) for the same subject (sprite, character art, illustration or so on). This helps a lot finding a comfortable size to apply pixel techniques, as well as getting a hold over fundamentals such as aliasing, linework, conventional representation and so on. 2. Trying different palettes for the same subject, both by varying colors themselves (therefore learning about values and contrast and readability, as well as atmosphere and mood!) or singular hues and their components, in order to discover possible relationship between them. Have fun! 3. Reducing the width of the palette progressively for the same subject: reducing the number of singular colors forces a reasoning on shapes, rapresentation. You may go from 1-bit art (just black/white) to 3 colors, 4, 8 and so on. We'll not talk about transparency as a singular color there, but if you happen to be interested in retro art, transparency counts to the palette size. This exercise is very useful in rendering, and possibly tricky. And definitely fun. :') 4. Choosing an objective and usage of our work: for example trying to learn about old pixel art limitations for games, in order to reason within specifics. Get inspired by traditional games (spriters-resource is your best friend here, in case you have a specific retrogame you're thinking of)! I will probably talk about limitations and style on another post. 5. Four eyes (and other multiples) are better than two: try to talk with people and friends and other artists you trust and feel comfortable with to get their point of view. This can be scary, I know, especially at the beginning. You're not forced to, of course, but if you do (in a safespace) there's lots you can learn about concepts such as readability, subject recognition, rendering and composition. Our eyes and brains get accustomed to something, and pixel art being a rather analytic medium made of synergies, subtle changes, limitations and conventions is especially tricky on the artist's eyes on the long term. Either way, the important thing about pixel art is understanding that this medium is about recognizing and enjoying the process rather than the eventual aesthetic and in order to do so the best choice is to start simple, small, with few colors and techniques at a time! Have fun and hit me up with your progress and considerations. :')
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loverofpiggies · 1 year
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IT’S POWER, EVERYONE!!!
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If you want to see how I made this piece, check out the extended stuff below!
Okay, the story behind this piece is nuts, but. I’ve known I’ve needed to work on improving my art for a while, so as you can tell from all the newest pieces, I’ve been trying to push myself. It started like this:
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This was actually the fourth sketch I made. I knew I wanted Power to be looking down at us (you know, what she does with everyone), and I wanted to have her swinging a blood scythe in one way or another. I set up composition lines, but the more I looked at the sketch, the more frustrated I got. I finally just had to accept my anatomy and my 3d understanding of the body is very much lacking, and If I wanted to improve I had to work on something.
I watched a bunch of tutorial videos, and decided to try out the 3D model in Clip Studio paint. It didn’t take too long to learn how to manipulate the model, and I came up with this:
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From here, I decided to do my quick sketch with Power
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While I was experimenting with Clip studio’s art stuff, I decided to try playing around with their new “Shade Assist”. I figured it could give me some more ideas to make my shadows feel more ‘real’ or have me look at my art in a different way. Once I finished the lineart, got the color in there, and drew in Meowy, this is what I tried.
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I really loved how the ‘evening’ mode of shade assist looked, even after playing around with my own colors, but I liked how it gave her a slightly more ‘yellow’ tone, and how the shadows were actually just lavender and light pink. So I took those colors, and worked on the shadows.
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From there, I made the background layer. I used one of the Clip Studio gradient pre-sets, the ‘evening’ one, and painted a texture on top of it to have it match more with the textured painting style I went with. I added blood splatters, and ‘rectangles’ in the background, just to have more things visually going on.
On top of all of that, I added another layer on top of Power herself, with a very slight tone color of the gradient behind her, to make her and the background feel like they’re supposed to be together. And that’s it!!
I’m really happy with this so I wanted to explain my process. Looking around at tutorials on youtube, talking to artist friends who- tbh, are WAY more knowledgeable then me, helped a ton. And using the 3d model helped visualize the body, and different angles, WAY better then anything else I could find.
So uhhh thank you, and enjoy!
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