Wat do you animate with !!? If ur comfortable sharing!!
live2d if you cant afford or get a free copy of live2d(trial or demo ver) i recomend dragon bones , if not i recomend spriter, you can do straight up pixelart with this!! (but bro is limited!!)
heres process, Its A BIT TOO MUCH
I WILL EVENTUALLY DO A YOUTUBE VIDEO THIS IS THE BEST I CAN DO
For the live2d
1. I would make the character in sai/or your program of choice that can export into psd like this, (look into how vtuber models are separated in case you're not sure)
even simple it follows the rules of a regular vtuber model (some features wont be needed like mouth unless you know EXACTLY what you want to do)
here is how the last one i made looks like (you can see head, hair, back of the eyes, iris, arms, blush completly separated)
2. Once in live2d you can rig it as a regular vtuber model, add or ignore parameters youre going to use. like for example this one doesnt use x eye movements (eye doesnt move from side to side basically), but i added new ones like the legs (remember to add physics!!!)
3. Now its time to animate, dont worry if you add new parameters to the rig to fit the animation you had in mind it will update as you go on!!!
!!! important!! make sure you are using the double size you're going to use for the pixel, if you want your pixel to be 200x200 you'll be using 400x400 when you work in it in live2d!!!!
now use the parameters you did to do the animation
if you want it to loop do it like this (rec!!) copy and paste the first one and the last one.
lastly for give it a pixel art timing look, i rec do this insert frame on the one of the keyframes (most relevant!! look into an animation tutorial to see what i mean!!!)
and now what you are going to do is move it into 3/2 more keyframes so the movement is heavier and more exagerated!!!
once youre happy with the results, export to gif!!!
ALRIGHT FOR THE NEXT PART!!!!!!
4. With the gif in hand send it to https://ezgif.com/gif-to-sprite
this will turn your gif into a sprite sheet
heres mine
how what youre going to do is give this sprite sheet to this program Pixelatir (i belive its free!!, at least it was when i got it :O) /i think if its for commissions you need to pay them but look deeper into the TOS if you're invested!!! i heard photoshop does this too but im not sure!!!
you'll have to make the settings right but if you have a palette in mind you can feed it and it will use it!!!
when its done, i suggest taking the now pixelated sprite sheet and fixing any small details by hand , like for example in mine i aded some lines and changed hue/saturation by hand!!!
Now you're going to feed it back into https://ezgif.com/sprite-cutter and cut the sprites, if you did it right, thre should be no problem, and it will allow you to make a gif with it!!!
There are many different ways to make pixelart; this tutorial is more of an explanation of my personal pixelart process. Feel free to experiment and develop your style!
The order of this will be from left to right on the images above.
First I choose a primary color for my background. All other colors will stem from this one color (but sometimes I’ll use a combination of colors)!
I start to lay out shapes for my foreground. Foreground elements are typically darker in color, and as you move towards the horizon you choose lighter and less saturated colors to show distance.
Now here you have to start thinking about what you want the focus of your piece to be. For me, I chose to create a large city in the background, with focus on a large central building. I also add some details to the foreground, mainly grass and some lines for the building.
With the focus of the image implemented, I start to detail out the background with buildings. Background elements typically will not have much detail, so I focus on the shapes rather than the textures. For foreground elements, you want them to be detailed to pull them away from the simplified background.
At this point I’m focusing back onto the foreground and adding more grass layers as well as more detail work to the building.
From here I move onto detailing the background buildings. Again, I’m not texturing them, but expanding on the shapes, adding bridges, ledges, etc. I decided that the middle section of the image would be a lake, so I added lines to mimic waves/ripples in the water.
The last thing I do is detail and polish. I add a few more elements to the foreground and create a reflection on the water using a transparency of the city upside down. I add some clouds in and then refine until I like it!
And that’s pretty much it! I draw pretty simple pixelart, but if you enjoy it, than this is how I make it! Feel free to comment on this post if you have any questions or if you would like me to explain something more! Thank you to everyone who has been supporting me, and I hope this helps you in your pixelart endeavors :)
I'm studying water right now and I found that there are about 2-3 tutorials so I decided to do one myself. I hope it will be helpful for everyone who is trying to draw pixelart water
So I’ve been receiving messages and asks here and on my other blog (the Wishgranter) from some artists trying their hand at pixel art for the first time. BIG DISCLAIMER : I’m by no means an expert in the medium but I’ve been studying and working on pixel art for some time and I thought I would share some things I’ve learnt for other beginners. I will be using the following image (with permission) as an example to give tips - done by @yatagansaber and sent to me for feedback.
First of all, for me what defines an image as pixel art is not it’s small resolution or the fact that you can see individual pixels, but it’s the way that it’s made. The art of ‘pixel pushing’ differs from other digital mediums by the fact that each pixel - or at least most pixels - in the image are hand placed by the artist and have a purpose.
What I mean is that regardless of the size of the canvas, the artist probably went in at some point with the 1px brush and hand placed most individual pixels. For me, I usually start with a larger brush to define forms but then I switch to 1px brush very early in the process all the way to the end.
Point no. 1: Canvas size
So for this case, the canvas here is pretty large and the artist is going for an armor clad character which means the canvas was probably going to get larger. So here I would strongly suggest going for a much smaller canvas especially since the artist is just starting out with pixelart and it is much easier to grasp the concept on a smaller canvas. I usually start with a 60x60 canvas and then adjust as I go, but I very rarely go over 100x100. In pixelart you will not be blending with giant brushes, so for the big flat areas you will either end up with a single flat color or do a lot of dithering which might take away from the final image.
Point no 2: Defining curves
Define your curves better. When working with pixelart, curves need to be defined properly or it will end up looking very jaggy in the end. Referencing the image, The neck area of the armor for example could be defined better to have a more presentable effect. Focus on having the lines gradually decreasing in pixel width alone the curve of the object you’re drawing.
Point no 3: Coherent Light sources
More of a general art tip. The image doesn’t seem to have a coherent light source. On the shoulder pad to the left it seems to indicate a top left art source while the neck area completely ignores that light source and indicates one to the top right. Another light source is indicated to the bottom right in the torso area. Although having multiple light sources is totally acceptable it needs to be done coherently. Artists usually stick to one main light source and maybe some back lighting for effect.
Point no 4: Light and Forms
Also a general art tip. Make sure you use lighting to define your forms. The lighting on the shoulder pad seems to suggest a flat, sharp surface while the general form seems to suggest a cylindrical object. This very important as it will help the viewer understand what they are seeing. To help with this, try to find references and see how the lighting hits specific objects.
Point no 5: Contrast
When drawing metal objects such as armor you must think about it as a very reflective surface. The light source should be much brighter and stronger then the rest of the palette to create a good contrast. Again, this isn’t exclusive to pixel art, but to art in general. The best way to get used to these things is to watch a lot of real life references and other artist’s work.
Point no 6: Color Palettes
Choose a more interesting color palette. When drawing pixelart you’re not going for realism, and even in real life, it’s very rare to see something being completely one color. Don’t simply stick to one color and increasing/decreasing brightness. Try messing around with hue variation and saturation as well to create a much more pleasant image. For this case I didn’t have time to create a new color palette so I simply added some hints of color to the shades. Ideally before starting a new piece you decide on a color ramp with different hues and stick with it till the end.
Final Thoughts
So after applying those points (except the canvas size point) to the armor piece I ended up with the result below:
It’s obviously nowhere close to being perfect since I do not have the time to keep pushing it to a good finish but it should give a good idea of how those several little points can help make your pixelart look better.
That’s all I got for now. I hope this can help someone out there with their art! All feedback appreciated and feel free to ask me anything.