Pixel Perfect: Mastering the Art of Pixel Art 101 | Mostafa Nassar | Skillshare

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Pixel Perfect: Mastering the Art of Pixel Art 101

teacher avatar Mostafa Nassar, One step at a time

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Intro

      1:19

    • 2.

      Tools used

      4:47

    • 3.

      Influences

      3:32

    • 4.

      Character Size

      10:59

    • 5.

      Setting up Photoshop

      10:20

    • 6.

      Line Theory

      3:18

    • 7.

      Character Creation

      9:27

    • 8.

      Adding Background

      8:49

    • 9.

      Exporting

      1:52

    • 10.

      Outro

      0:23

    • 11.

      Another Example with narration

      8:35

    • 12.

      Bonus TimeLapse

      5:39

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About This Class

If you want to get serious with pixel art, getting started is the best way to do anything ! This course should be a good starting point, as I will be doing an overview over my systems I use to help me stay focused and on track. This is great if you are an artist who wants to take their art to the next level by exploring Pixel art and get into that genre. My workflow allows me to have a very repeatable and successful projects every time.

This Course was filmed in March 2023.

Thank you so much for watching and please send me back some links and pictures of your projects and please leave a comment below and let me know if you have any questions.

Meet Your Teacher

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Mostafa Nassar

One step at a time

Teacher

Hello, I'm Mostafa. an Engineer and artist based in Toronto Canada. I believe in "do what you love mentality" that I am slowly basing my life towards sharing art and creativity to whoever is around me.

Have been using digital media for 15 years and I want to build a community of like minded people to be able to grow together and help each other go through our shortcomings. Whatever you do, just follow your dreams and start creating now ! There is no better time to start than the present.

One Step At a Time.

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Level: Beginner

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Transcripts

1. Intro: Hello, my name is and stuff and Asara, engineer, artist from Toronto, Canada and unnecessary create videos about the creative process and investment. Part of my artist's journey was stumbling upon so many different genres. And lately I've been diving deep into pixel art. I've been making digital art for more than 17 years and generated thousands and thousands of images. From making static images to creating a full-on animation to help you tell your story in a more visual manner. And in this course, I'm gonna go through my experience and take you step-by-step on how to create your own images. Step one, we're going to go through all of my influences and what drives me to create pixel art on a daily basis. Step two, we're gonna go through the tools and everything you need to create from start to finish. Step three, we're gonna go through character sizes. Step four, we'll dive into line theory and how to make pixel art Pop. Step five, setting up your software to be pixel ready. Step six, we're gonna go through character creation and everything I'll go through from start to finish. Step seven, gonna go through the background and making everything tied together. Step eight, exported image and enjoy. I hope you enjoyed this course as much as I enjoyed making it. If you have any questions, just reach out to me or leave me a comment below. I have my youtube and Twitter connected to this profile, and I would love to connect with you. 2. Tools used: In this module, we're gonna go through some of the tools that are used to create pixel art. And first of all, if you have a mouse, you pretty much are ready to go. But if you wanted to take it one step further, I recommend getting a tablet or a stylus. It will really help you with some of those lines that you're trying to create and get you into the rhythm of being an artist. So I personally used awake on medium tablet. Pretty much any medium tablet will work, which is like eight by six. And it's, I think this is a really good size to start. Anything smaller is very small. Anything big? It just gets too vague, in my opinion. It doesn't matter which iteration of it. I still use my older ones, but I just like how the new design look, especially now it's Bluetooth, so it's wireless and you can get a lot of stuff down with it with no wires hanging around. Next, let's talk about the software. So there are so many softwares out there right now that can help you create the pixel art. I personally use to right now, which is Photoshop and pixel. So let's go through some of the pros and cons of using pixel. So one of the biggest pro of pixel is that it's affordable and it's very, very small and lightweight. This program is specifically made to create pixel art, and it has a really intuitive way to animate your art. Another PRO that it has a very intuitive color palettes and the way you can go ahead and select between light and shadows. I think it's superior to anything I've seen in the industry. Now let's go through some of the cons. One of the thing I've noticed that even though it has a layering system, It's very laggy. Once you go over like ten layers, it becomes very slow. And based on my workflow, I have usually I have like a lot more than that for one of my projects that had almost 200 layers because I had like different ideas, different mouth's, the shirts. And I tried to do that with pixel that I found out that it just doesn't behave as well as Photoshop. To the point that every time I try and press a different shortcut, it just doesn't register and it becomes a nuisance. And a second thing is like they don't have updates regularly. It's currently, I would say in the limbo that it's workable. But all of the bugs that we found right now, they're not being worked on. And I are all know when there began to be worked on in the future, even though I would recommend it, because if you compare it to Photoshop, e.g. you still need to do a monthly fee. This one is a onetime fee and you get a lot to work with. And it's a really good entry point for anyone who wants to try pixel art. Now let's go through Photoshop. One of the things is why I like Photoshop and it's a little bit biased because I've been using Photoshop for past 17 years. So basically one of the things is like if you already know a program language or if you're already comfortable with the tool, it doesn't make sense to switch up because it's just you already have your workflow. So that's probably one of my pros for me is I've already know the tool, I know where the shortcuts are and it just speeds up my workflow so much that I don't need to double-check anything, it just comes in naturally. A second thing is the layering system is very good. It doesn't lag. Everything flows naturally. And they have an extensive brushes that if you decided to go outside of pixel, you can use it for anything else. So that's basically why I'm using Photoshop because a side of pixel, I use it for all of my other projects that for photography, for digital art. And it just, it works for my workflow. And it just opens up a lot of doors. And the third thing is the way you handle the effect is so powerful. And the fourth thing, there's a lot of tutorials online for Photoshop. It's pretty much been around since forever. Every question is probably been answered by someone. So now let's go through some of the cons. I think Photoshop is very expensive, just based on having a monthly fee to just keep on using the program. It's just I think it just too much for a lot of people. But if you can afford it and it's something that you use on a regular basis. It will open up a lot of doors for us. And the third software is a Sprite. I personally haven't used it, but I've seen a lot of people recommend it for me. So if that's something that you've using and you want to just try and convert me, let me know in the comments. I'm definitely open to try it sometime this year. So fingers crossed. And now that we've gone through some of the pros and cons, Let's go ahead and set up Photoshop for pixel. 3. Influences: So I wanted to go through some of my influences are my favorite video games out there. The first one is hyper Light Drifter. I find Hyper Light Drifter to be like one of the best games I've ever played. From art direction to game mechanics. Everything flows in a very beautiful manner. And one thing you noticed from their style is that they don't really use any outlines and your drawings is very straight lines and they only use outlines for very specific details like this one, e.g. where you actually need to go and interact. Let's just say e.g. this one. Everything is so sharp and diagonal and it draws your eye into the center. And that's just one of their brilliant stuff. They're designed, it looks very good, and it works very well. Next is Scott Pilgrim. So Scott Pilgrim is a comic book and also a movie. So they created a game a few years back, and I find a style very good. Honestly, it looks amazing. But they tend to use a lot of sharper lines and they have like an outline, like a dark outline behind everything. It looks really good. I mean, you can tell if there are so many characters on there. There is a stage. There's a small detail that tells you that this has actually made out of wood. Everything looks great for the game, even though it looks a little bit busy because of the outline. But when you play the game, everything flows very nicely and the character stand out very much. Next time I want to cover is entered the dungeon. And this is a top-down shooter that is kinda like a darker color with a little bit of a survival. So I find this one also has a very darker tone. Compare it to the Scott Pilgrim, e.g. and everything looks a little bit contrasty and they don't use a lot of outlines. You can see in here that the outline is just for the character. It's very, very simple, but it just works very well. And lastly, one of my absolute favorite is metal slug, and this one is just amazing to look at. They use every pixel possible on the screen to make sure that you are into their experience. That even if you look at the background, there's a lot of dithering to show you that this one is a lot more darker than in here. On their ears. A lot of textures. You see so much textures and they've using like they probably have big team working on this. But they have succeeded because even the textures on the rocks looks phenomenal. And this is the holy grail of how pixel art should look like. You notice in here that they have a very sharp outlines for each of the character, the dark to make sure that there's a contrast between one on the other. And they also make sure to emphasize the colors. So they use very bright and vibrant colors. And there's so much care to the detail, even the leaves and everything else. So these are my top four favorite pixel games of all time. And I'm curious to know about yours. 4. Character Size: In this module, we'll want to go through some of the pixel art and how the artists make a decision on what is the size they need for their game. We're going to go through some examples of different sprites for different games. And we're going to try and go through some of their decision-making on why they chose that size. Compared to, let's just say they can go bigger. And you can see like the smaller the sprite sizes, the less detail you can put in, the higher, you can get a lot of different textures. And you can just go crazy with how big you can. So e.g. these are at 64, this is at 32, this is 16, 24. Let's just zoom in into Mario Brothers and see what's going on here. Basically, Mario Brothers is 16 by 16 character. And then you can see they had a lot of detail, but done with very minimalistic style, meaning that they can tell right away that this is a face, this is an I, that's the mouth and even have buttons for his outfit. So they pretty much used every real estate that they have to make sure that you get all this information. So let's just say e.g. if you decided to remove the mustache, you can't really tell where the mouse starts. And that's basically the beauty of how the designers and artists make decisions. So for this, they decided to add a mustache to tell the player to, oh, by the way, this is a mouth and this will be the eye. And basically what I'm trying to say is like sometimes less is more with pixel art. And you keep a lot of the details up to the imagination of the player moving to make a man. Same thing in here, however, they give it a little bit more pixels. So this one is like eight more pixels. But one thing that you want to see is actually they use 13 pixels for the face. And four here they use seven pixel for the face. So they gave it a lot more. They wanted to emphasize a lot more on the eyes. That's why they gave the eyes almost four pixels to play with compared to Mario, which has only two pixels. So it all depends on your decision. And you see like they didn't really put too much detail except for just a line that separates the torso from the legs. Similarly, if you decided to blend it all in, it will work, but it just, it doesn't look as good. So that's one thing that the designers have to do is have to separate. You can tell that this is an ear, this is the center. And when they move left and right, you can get to see that character is actually moving. You get to see in Hyper Light Drifter. They also did very minimalistic design where you get to see that that's the hat, this is the eyes. And basically they use like 11 pixels for the head. And if you wanted to compare here, they used 13 pixels. So it's very, very similar. Moving to Mega Man on the Gameboy Advance. You can see that there's a lot of detail and you're trying to put a lot of texture in there. And what you can see with every time that you move up in the pixels, there's a lot more work and a lot more detail. And obviously it's going to be a lot more to animate. So if you're doing animation for this, you have to make sure that all the animations match. Same with that. And it's just, it gets really out of hand once you decide to go up higher. But one thing to notice is that most of the designs that they keep everything similar. So for Mega Man, a 12th pixels in here, they also kept it very close, which is like 13 pixels. And then here they also kept it around 13 pixels, so it's very similar. And then they added the hair. And basically artists try and keep everything consistent. So this is 13 pixels. And then if you go from here to there, so 13 pixels from here to here is like 13 pixels. So it's very, very similar across the board. Basically the Mega Man haven't changed much from the Nintendo time. And they use all of this extra pixels to give it a little bit more detail, making taller, and give you a depth of field basically from their characters, you can see that they have shadow in here and a lot more detail on the arm and the legs. Similarity in here. They started to do some shading. And basically there'll be something that's very common. As soon as you go up, you get to play around with the shading and have, I would say more room for shadings moving next to 64. And now you get to see different designs. So e.g. in Scott Pilgrim, they give a lot of real estate for the eyes, which they wanted to make it very prominent. So they actually give it an eyebrow. So see that's a seven pixels, a lot more. So there's around seven pixels that they want to play with. And similarly in here. So they wanted to give a lot more to the head so that just based on the designs. But also you can see the difference in shading. It's just up to the artists again. So they wanted to keep everything clean to emphasize that this is, this is the character, right? With my character, I just wanted to make sure that I have a lot more real estate to work with, especially with the robe and the cape and the literal octopus in here. So how does the artists make a decision on what is the pixel size of their spreadsheet and how far they want to push the graphics. Well, let's just take a step back and take a look at the progression of the consoles and see how that influenced the artist were making their games. E.g. if you're looking at the Super Nintendo, Super Nintendo was basically to 56 by 240. And that would be like the screen. So it makes sense for them to have a character does big, or maybe that big to play around. This big, this character might still work, but it's just a lot more detail to push into that small pixel size. If you want it to go into the ten to 64, which was a huge bump into that. It pretty much almost tripled your pixel size. Now you get to see the 3D and you can actually push it all the way to 64 if you wanted to. And from thereon, pretty much pixel art and pixel games have had the upper hand because you can scale up your design however you see fit because you're not, you're no longer restricted to decimal pixel size of the screen anymore. If we wanted to look e.g. at the PS2, we're looking at like 12, 80 by 1024. And then lastly is basically we're looking at the current modern till PS5 P is for, they're pretty much again for k. And you can barely see the characters here because it's very, very small compared to modern gaming. But with upscaling, you can upscale any character to whatever you want. And it's, it's something that most game engines can accommodate for. Now. It's really, you have all of this. I would say, playgrounds and stylistic choice. However you want to create your character wherever you see fit. And I think that's also a little bit liberating because not only are you limited by the screen size of your console, now you're limited by the skill and how much time you want to sink in. So let's just say e.g. with Mario and make a man, you can create like a walking animation with only four frames. You don't need to push the boundary so much because there's not much detail we play with. However, when you look into metal slug and Mega Man form the Gameboy Advance, you might need like maybe eight because there's so much detail to go with and it will look a little bit jarring. If the animation is very slow. This also means double the work because now you're doubling the pixels. So you have to draw a lot more than what you want it. Basically with that, you get a lot of, let's just say if you wanted to do a crouch, now you have the option because you have, you can see a lot more legs if you want it to do, the jump, can give it a little bit more animation. So this one opens up another field where you can go a little bit nuts with your animations, but also it's a lot of times sinc. And when you look at 64 and above, it's pretty much like an open field for how you want to do with your animation. And it gets really out of hand when you have multiple characters on the screen, Let's just say e.g. four, Scott Pilgrim, they have a lot of different animations for attacking, kicking, doing special moves, and all of that. And it gets really out of hand. So you have to dedicate a lot of time and a lot of care for you, the character, because you can do so much with that. Now that you have the options to even have eyes. So you can move the eyes around if you wanted to. You wanted to do an idle animation, then he's looking up and closing his eyes. You can go with that, but in here, you don't have to do that. Obviously. You can just create something simple. Just say like, Okay, so now he closed his eyes in Blink. So let's just take e.g. if I wanted to create something here. So I wanted to do like a blinking animation. Now he's like blinking, right? But that's just the beauty of having something that's very small to work with compared to having this, which is a lot more complicated. But it's, at the end of the day. It's a stylistic choice and you can do whatever you see fit with your project. 5. Setting up Photoshop: So we're gonna go ahead and start a new file on Photoshop. Press File and New. And we're going to create 180 pixels by 80 pixels. Create. And you can press here to zoom or Prezi. And you can go ahead and we're good to go. If you wanted to zoom out, you can go ahead and press in here or press Alt and pressing with the mouse button to zoom out. First thing you want to cover is how to use the layering system. So the layer is basically on the right-hand corner. And you can create a layer by pressing that button. Now let's just say if you wanted to draw something on that layer, it's on there. And then you can click on that visibility to trigger it on and off. So let me show an example of why or how we can use this in so many different ways. So let's just say I have two different layers, which is layer one and layer two. And I'm going to create another layer and call it layer three. And I'm going to make it into a blue. So I have layer one, red there too is yellow and there are three is blue. So if I dragged layer three down to layer two, you can see that layer two is above the blue one. And if I put this one all the way down to one, that gets gonna be behind the bread layer. So let's just put it here. E.g. if I drag it all the way back up, now it's up here. Similarity, if I do the same thing with layer one and if I drag it all the way to the top, is going to be on top of both layers. And that's how you can make really cool effects if you have a lot of different objects. And it's something that you're going to use very often, but this is something that you will always come in handy if you want it to do something a little bit more advanced. Or if you are experimenting with wearables, e.g. if you have different layers for different characters and have some characters have I would say, different eyes and different mouth, sunglasses, etc. You can always move those layers around to create very different effects. Let's just say e.g. if you're drawing a character, you want to make, let's say the skin as the bottom layer. And then you want to layer it up with close so you can add the pants, you add the shirt, then add the accessories, the glasses, etc, then the facial hair, all that kinda stuff. So he can always add that in so many different layers and change it around. First, I wanted to cover the very basic things about Photoshop. Out-of-the-box. It's not pixel friendly, so you have to enable the pixel format in Photoshop. Let's just say e.g. when you start Photoshop and start using the brush tool and start drawing, no matter what you do, even if you go to size one, if you zoom in, you're going to notice that the lines are not really pixelated. It's deterring a lot is not sharp. One way to make it pixelated is to Fuego on the brush tool, right-click and select the pencil tool. The pencil tool will enable the very sharp edges of the pixel form. Similarly, the eraser tool going to be the same. So you want it to go in the brush mode of the eraser, but clicking here or pressing E and go into the mode and selecting pencil. Now when you erase, is going to behave very similar to your pencil mode. Next, let's say e.g. you wanted to draw a straight line. What you do normally is just to press on the button and drag. But there is a better way. You just select your beginning point, press Shift, and go to your endpoint and click again. And if you want to keep pressing Shift, you can create like a lot of different objects using this technique. If, say, if I wanted to do a triangle, I can just go click once, press Shift, and click again. Keep holding Shift. Click one more time. Keep holding Shift and close your object. That's one of the fastest way to draw a line in Photoshop and similarly in any other program. The next tool is the Paint tool. The paint bucket is over here, or by pressing G. And you can just fill in the colors. Let's just say you want it to fill in a different color. So let's just go in here. And you can fill up those colors. You have to be careful because the paint tool doesn't want behave very well. If you have, let's just say e.g. you are drawing your object and you forgot to fill in. Let's just say you have a one pixel That's didn't close off your object. If you go into the paint tool and try and fill, it will fill up the whole page because you pretty much have a leak. So you have to close that. Go back to your paint tool. Will work. Perfect. Let's just erase everything. Next, I wanted to cover something about opacity. So there's just say you're drawing a line and you wanted to do another line but with different opacity. So on here you can go ahead and change the opacity of the line. So to just say if we do it at 50%, if you draw another line is going to be 50%. That means that this line is almost see-through. So if you draw that, just say if I create a layer underneath and have a different color, I'm going to set it up back at 100%. If you zoom in, you can see that this line is acting as a see-through line. Similarly, you can do that with the eraser tool. If you delete, you just put it back at one. So a shortcut to change the size is by pressing on here or pressing the right-click. Right-click is going to bring this as a shortcut and you can change the size of your brush. And it works both with the eraser and the pencil tool. Let's just say if you wanted to erase something with the eraser and if it's set at 100%, you will do just that. But if you set it, let's say 50 per cent and try to erase this line. You will act exactly how you expect it to be. And if you press 50, 50, 50, you can keep on removing. It can create a really cool effect. Next I wanted to cover this is draw an object real quick. One of the very important tools is called the Rectangle Marquee Tool. This one allows you to select a rectangle and cut parts of the objects out. And doing that you need to Chris, control and drag. And that will enable you to drive some parts out. So we'll just say if you want it to cut this down into half. So I can click and drag. Hold control. And credit. Same thing in here. Hold control and cut. And I can create so many different mosaics. With this technique. You can use the lasso tool as well. You can press Control and drag another shortcut if you want it to move around an object within a layer. So let's just say e.g. I. Have these layers. So they are 123 and layer four. And I just want it to move layer 11 way is to be, I can just go use the select tool and then click control and move it. Or I can just press the Control button and move it. I don't need to use this tool. I can be using any tool. And this was just a universal shortcut to move an object on the layer. So if I wanted to just move layer three, press Control, move it there to control move. If you want it to move around the Canvas, press Space. And you can drag. These are pretty much 99% of the tools that I use for drawing my pixel art. And we're gonna be using those to create our own characters in the next module. 6. Line Theory: One of the first thing that's very important is how you draw your lines for the pixel art. One of the methods used called the pixel-perfect method. What it means is you gotta clean all of your pixels to remove any noise. Let me show you an example. So e.g. I'm trying to draw this line. You see how it's a little jacket in here and down there. This inconsistent, it makes the lines look very bad when you zoom out. So let's just show you an example. I'm going to draw one like this. So I'm gonna do like almost like a roof of the house. So let's do it this way. I'm gonna do one that is pixel perfect to show you how normally would look like. Okay? So here we go. So we can see from here that this looks very appealing and this one looks a little bit off. And this is why pixel-perfect is very popular among pretty much 99% of pixel artists. Because sometimes you want to do this, but it's very stylistic choice. Here's an example of how you can draw curves within the pixel-perfect method. So all of these are 90 degree angles and they have different kinds of curves. We'll try to keep the pixel-perfect, very, very clean. So e.g. if you're trying to draw a circle, usually you can do this. It just looks very, very weird. So the best, the best way to do it is to draw a rectangle. Just to go ahead and clean up around it to give it a little bit of curves. So something like this would be the start to create a circle. Similarly, if you wanted to draw a slanted line, is the same technique. So let's just say if you wanted to do a 45-degree angle, you do one on each diagonal. If you want it to do something that's a little bit more than 45-degree, let's say 30 degree. You do like to if you want it to do something that's a little bit more like a ten, yeah, like three or four and so forth. This technique might look a little bit troublesome, but trust me, when you start drawing, it will come out naturally and will make your pictures look way better. Here are more examples of how you can use them for rectangle, e.g. this is how it would look like if you want it to do little different curves on a rectangle, e.g. 7. Character Creation: Alright, so then this module we're gonna go through in character creation and we're just gonna go and start a new project. So go into canvas and let's just do 18180. And now, first thing I always do is to change the background color because the white is very, it's just too much for me. So I usually go something that's a little bit off white. So I basically just create, go with the paint bucket and then pick something and go. Now, I want to make sure that my character is 64 by 64 pixels. So I'm going to go into the rectangle and start drawing. If you notice that it's not showing in pixels, we need to go into the Edit menu. Preferences. Units on there. Make sure that your unit on the ruler is set to pixels. Press Okay. And now you can have, everything will show us pixels. So let's just say e.g. I just wanted this one, which is I already have drawn from before. Can you just go from up here? Just make sure I just go 64 by 64. And I want to add a black stroke and set it at one pixel. So basically this will show me the boundaries where I want my character to be. And I want to make sure that my character is centered. So what I'm gonna do is I'm synset the rectangle, hold Control and drag. And you see that control the center. So now I want to make sure that I want to show the guides. So I'm going to do a guide and press 50 per cent vertical. And I'm going to go again, another guy From View, Guides and then New Guide then do 50% horizontal. And now I know where my, I can just nudge it in. This will show me exactly. That is 50%. Now we can just go back to the view in clear. And we're just going to keep this as a reference for now. Second thing is we want to make sure that we draw our character in within those boundaries. And one, the best way to explore character creation is by drawing silhouettes. Silhouettes will give you a clear, I will say like clear flow of how you want your character to be. So e.g. if you wanted to draw, just do a, you should go to pixels and start drawing. So I'm going to draw a lot of different silhouettes until I find something that kinda makes sense to where I want it. I'm more leaning towards like a monster creation. But sometimes like your first, your first drawing is not always the best, so you can just keep on improving. So maybe I can draw something that's a little bit relaxed. Okay. Something like this maybe. Okay. Case. It's just exaggerate the movement a little bit. Holding one sword. Holding another sword. Okay. I think something like this we could work with, so you just need to clean up those lines. Okay? So let's just clean this up. Then I switch back to one pixel. So sometimes when you work on a picture for so long, it will look good to you, but in actuality it's not. So one of the best ways to trick our eye is to go to Image and then go to Image Rotation, Flip Canvas Horizontally. And that way you can flip it. And then I have a fresh new perspective right away where you can just take a look. I was like, Oh, I didn't see this before. You can just go ahead and start cleaning it up and see like I just noticed this. The whole the whole thing is moving back. So I want to move, make it, make it look like this. Just like at this two here. Maybe it's just the neck that needs to be moved. So let's just do that. Here we go. I think this looks way better. Now that I have this done, let's just start working on the picture itself. Or rather just start working on the design. And I want to go with warmer colors. So e.g. let's go with red. Okay. So I'm gonna go with a red warrior tints. And that was kinda exaggerate that my, both of my complimentary colors are the green and the cyan. Unless you want to do like, completely complimentary like this. But I kinda like to go a little bit and get myself, I'll let more room with different colors. So we're going to just go with this color for the start. I'm just going to put it in here and get me some of those complimentary colors to work with. They don't have to be exact. But at least you need to know what your shades that you're working with so you can play around four. However you see fit. I think this color is way too much, but as long as it's in, within the shades, you'll be fine. So now we're going to start with creating a new layer. And I want to keep this one Nick as master and just play around with how I wanted this to look like. This is one of the hardest parts, is picking your colors is very crucial because it sets the tone for the whole piece. Do you want it to be dark? Do want it to be bright. Something is going to carry over for the whole piece. Take your time with it, have fun, and don't worry too much because all of this could be changed in pretty much like a whole layer. You can change it whenever you feel like. So I kind of want to make sure that this has kind of a reading and we don't need to go and just keep it this way. This is make it like that. It's already too bright so we can see, we can play with this later. Why? When we established a character a little bit more. Now I want to work on the background. 8. Adding Background: Start. I want to get something a little bit bluish. So just gonna go ahead with that and change that to bluish. And do that again. Go a little bit bluish. I'm going to show you a really good way to add shadows. So this is one way to add shadows to draw on, which is really inefficient because you can go over it or you can just create a new layer and then just goes, just say two e.g. and just to draw your thing, then you can just change it to darker colors. So it will always blend in with your, your picture. And you see all these pixels, they call them the orphan pixels. If you live in, it makes the picture it looks like very noisy. So make sure that you remove those pixels from your, from your drawing whenever you can see him. If he wanted to do something contrasty with this, I would go back with these colors, right? So if I do something that's bluish and have it show up in the portal behind. So let's just play around with that. Okay. So this could be a portal. Now that this area doesn't look very interesting. So let's just retrace everything now. Now we're just merging everything together. So it's all in one. And this is the light and shadow. Now we have the background separate. Does that feel like this could be done a little bit better? So what I wanna do is, what if we do something like this? Right now? I have, instead of having this area. So it, can this have something like this? And now I directed your eye directly straight to this thing. So something like that. It's got to make sure that these lines are consistent and everything flows. Obviously, it cannot be perfect all the time, but do your best to clean up some of these. Inconsistencies like this one. I try and do something here. Just clean up my thinking. Here are some to make sure that I have. So this is the final character, right? And this is the light. Just remove this out because there is nothing here. And the final thing is if we just take off everything. So now we have the character, we have the light, and we have the background, right? So everything kind of comes together. You can spend a lot more time to try and put a lot more details. Let's say e.g. if you wanted to go and just give, give a little bit more details to here. So this will look a little bit more like an attire. And some of these effects like really go a long way. So you want to just refine some of this because they say you have the light coming from the back. Usually is doing something like this. Alright? So you want to do something like that. And we're going to show you how it was going to look before and after. Actually this supposed to be all like this. So they just fix that. If we're looking at the light, that light source. So we're going to try and give it some kind of fixed that light slightly. The next step we're gonna go through how to export your picture out of Photoshop. 9. Exporting: Now the final step is to export the picture and save it. I'm going to show you a couple of ways you can save your picture. First off, you can save it as PSD. So let's just call this one is from metal. And this is saved as PSD. Basically this will save everything with all the layers, all the grouping, and everything in between. Next step is to save it as a PNG. So we can go to File and Export, Export As. And from here, you can set up your scaling. So let's just say if it was just the original, it's at 180, 180 and basically it's too small. So let's just say if I wanted to do it at 500%, so it'll be 900 by 900. You have to make sure that the resampling is set to nearest neighbor. Otherwise, if you set it up, as they say by cubic or anything else, everything will look very blurry. So having it as nearest neighbor will make sure that it preserves its crispness and sharpness. And it's just the perfect setup for exporting pixel art. Now, you can just export it into your folder. Click Save. Now when you open it, everything looks very sharp and good to go. 10. Outro: If you made it this far, congratulations, you have successfully finished a pixel course. Now it's time to use everything you learned and use them to create your own pixel art. If you have any questions, you can reach me out in any of my social media or you can subscribe to my newsletter to keep up with everything I'm doing. I'd get notified with any new courses that were working on. Thanks again for tuning in and I'll see you in the next one. 11. Another Example with narration: So I started a 18180 Canvas and I wanted the characters will be 64 pixel by 64. I start, always start with doing like silhouettes. But for this one, I wanted to experiment a little bit and say that I don't want it to do something that resembles a poster. So going with that, wanted to have something that's very strong character looking straight at the camera and doing a Heracles. But that was something I wanted to go with. And also I want to experiment in a little bit with like a richer colors. So I wanted to get very rich magenta. Now, just playing around with how I want my life to be can always flip the canvas like we've done in the previous module. And it will help you make better decisions. In for this part, who is looking at? What if I just wanted to create a close-up shot off the character in the background just to resemble that poster I was talking about. But as you can see them later on and that was kinda scrapped. But it's always good to keep everything on Canvas and experiment because oftentimes it's okay not to know what you're doing now or just going through the character, wanted to polish that look a little bit, making sure that I know where the eyes are, where the hips and all that. And wanted to play around with the attire and costume. So my first thought was, well, this looks more like a cape. So I wanted to lean more on that. And I wanted to do something that make it look more relatable Cyberpunk key. So I gave up that little core in the center by this chest. Now we're just cleaning up the character polls. I'm still not too happy with it, but that's, it just comes with the process just going to keep, keep adding an improvement. Now I'm just adding a little bit more detail to the cape and wanted to play around with, I would say like the material. So that's more like a mesh. Moving on to the sort wanted to do something very simple. And it looks alright. Next is the colors. So since we have a magenta, when we look at the color wheel, we're pretty much going to play with like greens. That this is a complimentary color. So I put it in some colors up top as a reference. And we went to play around with that. I wanted to make the cake stand out. So adding that in and following the line theory, we wanted to keep everything consistent. So it's kinda flows well with the eye. One of the best practices that works for me is blocking shapes. So I can block a whole shape and I can see something that is different. Now I notice, well, yeah, that looks exactly like a capes and Iowa, I can add the hands. Next. I worked on the lighting, so I wanted to have a backlight. Fourth moment there. I was like, okay, so I'm just going to keep keep that consistency with the color. So I wanted to keep everything kind of very deep magenta. One thing also with the front is I want it to, I would think about adding details, but I didn't want it to take away from the character. And that way I just added some lines to give the viewer a little bit of imagination that hey, this is a rock and by doing that, it kinda takes away your eye from the bottom part and it leads it back down to the character. So all these lines are leading in. Next is the backdrop. So the blood moon is something that I am a very big fan of. And I think it works well with how we wanted the light to come, because the light is coming from in front, the back. And it will also give a very good emphasize on the character itself. So now that we added the moon in the backdrop. So next is to try and fix up the light and get that K2. Just pop a little bit more. But I just added a little bit more greens and outlined everything with the magenta color. Next, I wanted to work on the octopus. If looked like it was looking out on the camera, I wanted to keep everything looking directly at the camera. And by doing that now, I wanted to kind of get a lot more leading lines towards the center. So I worked on some more clouds. And these clouds are going to lead your eye back into the focal point. And kept all the colors very cohesive. So as soon as you go closer to the camera, the colors are brighter and as Sue go away, they're a little bit more tone tone down. So it's. It's darker, they lose saturation. Next is also more lines. So I thought that the moon would be like look very boring. Adding more lines to lead towards that, the hero character, also helpful decomposition. Lastly, I wanted to work on the actual background, the sky box. So I thought this octopus kind of like could look a little bit different. I wanted to make it look more like Astro. So I thought, well, why don't I do an outline around the octopus as well and see how that would look. And I actually liked that look a lot. However, the shape of the octopus was kind of it was just to round for me. So I wanted to do something that's a little bit more blocky and resembles like that, more retro look. So just played with so many different variations of it. See which one looks better. And it just, I, actually, I like all of them, but I octave with the one that looks a little pointy because it looks almost like a spaceship. And lastly I thought, well, let's expand the whole canvas instead of having it look like you're looking through a cave. So just remove that. And I was just experimenting quite a bit with how I wanted the background to look. And initially I wanted to add a little bit more to make it more Astro, but it just didn't flow well with the, with the composition is just seems so random. I just removed all of that and I thought again, what if I do something more with leading lines, like creating lightening was I thought it would look really cool, almost like energy beams. So I started to add those. And you can just put any color for now. And with Photoshop, you can adjust the colors later. And that's exactly what it is. I just wanted to block my shapes. Make sure that if the composition works, I can play with the colors and have fun with it. So initially, we're thinking what if I do orange, yellowish? I thought this looks really cool. Look like more like a poster effects. And that was the final look. Lastly, we're just wanted to polish the picture. Makes sure that I have everything in the center and fix that leg a little bit and the hand looks really good. So this is it.