Why is pixel art so fucking hard

Why is pixel art so fucking hard.

worse part of all is that nobody appreciates the effort.

Other urls found in this thread:

artstation.com/artist/cryptcrawler
1d4chan.org/wiki/Night_Shift
art-eater.com/2010/07/test-1-darkstalkers/
huevaluechroma.com/
conceptart.org/forums/showthread.php/148355-translation-LINRAN-s-Light-and-Colour-Tutorial-Mini-tut-BIG-download!
gurneyjourney.blogspot.com/
andreasdeja.blogspot.com/
drive.google.com/file/d/0B9lXZ7r4VKo9aWRaVjFHdkw3ZTg/view
graphicla.tumblr.com/archive
warosu.org/ic/thread/S2156679#p2161399
twitch.tv/labzero
twitch.tv/cerebrawlin
original.livestream.com/peleng/folder
twitter.com/SFWRedditImages

It depends on the method your using. The hardest is making a sprite from scratch pixel by pixel like a game of picross, which somehow people think that was the only way to make sprites. Where as you could of taped your original drawing and traced it in a drawing program. Or use a scanner or even a drawing tablet. With these other techniques it's less like picross with paint but more like traditional drawing or animation.

And that shit is hard.

You're doing it wrong that is why. You draw everything out on paper first and then just use an image editor. Or if you prefer you can draw on a grid and then program it in using math. Hell, you can use the Doom method which captured the clay and metal+ leather models for every position you needed on a camera then edited them to what we have today. They even captured destroying the models with this method.

*Another method you can use today, would be to use 3D models to position what you want then use an image editor to convert them into sprites. An alternative to the Doom model.

I just use some software that downscales everything and makes it look like pixel art.

Because people tend to start with the pixel-based sprite as a base rather than drawing the original character art and deforming it to fit the sprite limitations while still looking cool enough to fit in the game.

I appreciate the result, not the effort, so I don't really give a shit about how much time you put into a piece of art if the result still looks horrible. Like the example in the OP.

We do appreciate it. Also, you do know that AGDG exists, right OP?

BECAUSE YOU AREN'T DRAWING OUT YOUR ANIMATION FRAMES BEFORE REDRAWING THEM AS SPRITE YOU FUCKING IDIOT.
AND DON'T SAY YOU ARE BECAUSE I CAN FUCKING TELL YOU AREN'T

It looks good to me, like a game & watch sorta thing

...

Stop drawing pixel art. Clearly you are incapable of being serious about vectorizing your art and working in the limitations of lower resolution.

SNK fighters were done by paper then traced in computer.

Alright, this looks kind of bad.
Take the Toby Fox route and just use different .png images for every limb, that way it'll come out way smoother in half the effort.

Bet you didn't know that did ya?

I'm just learning.

Learning won't make you successful. This is really depressing advice because it is true, unless you only want to impress yourself.

A good base is there, assuming you aren't tracing.

I want to improve.

It's a factor though.

I only saw the athena sprite as inspiration.
Not tracing.

Go back to studying your anatomy, and fixing your perspective. You have the right idea, but you need to continue practising your work if you're hungry for improvement.

Just because you a lot of work into something doesn't make it less shit, that applies to everything in life. You can spend hours preparing a meal and it still means nothing if it tastes like horse ass.

*put a lot of work into it

There are some pixel art books pdf floating around here

It is, you don't have to be good. Just sneaky. Like Toby.

Sprite rotation is hideous.

Look at that loser trying to draw Chinese cartoons.

Damn flag

I like it, Rayman Legends did it well.

If you can see the pixels in a sprite it's always awful.

excuse you

The method you mentioned only really works for larger sprites, like fighting game characters, and you'll spend ages doing detail work to clean up individual pixels anyway. I've been doing pixel art for about 5+ years now and I've never done it like that, I don't use a tablet either despite owning one. You really don't need it when working at small resolutions.
Trying to condense a large drawing into a small sprite will cause details to get lost too, so I find it easier to draw a sprite from scratch. It makes you focus on the necessary things.

Like actually making your game instead of endless mockups?

I'm waiting on my coder to deliver something.
You're not wrong though.

Isn't that the basic function of Spriter? And Ubisoft & Capcom did it long before Undertale.

It is also a tremendous pain in the ass. It's quick though, I'll give it that.


People do appreciate the effort, if it's good spritework.


Anyway, time for a cool story.

I can't do sprites. I can do levels. I can do sprite editing, but bare sprites are a pain my ass and my hands are full with the animation.

It took us two weeks to create one, ONE guy.
And then I had to do double work because hurr durr, we needed to change the direction.

I still have my "shit it out in 5 minutes" sketches somewhere on this computer. We never got to the mock up phase with the new characters because of "Time constrants". Fuck that. We were literally working out of a cardboard box powered by delusion and hot pockets.

The writer bitched and moaned about creating new dialogue for 3 characters. I bitched and moaned because I have to sketch, design, confirm and color them before giving them to the dude who was going to acutally put them in the project.

As others have said, pixel art is taking real art, down scaling it and cleaning it up.

Hand placing every pixel like a lite-brite is retarded.

Post the source code.

your skirt flows first heavily, while the hair flows after it slightly.

SPRITE WORK IS NOT HARD
YOU YOUNG PEOPLE WHO DON'T UNDERSTAND HOW EASY IT IS DESERVE DEATH

...

The sprite is supposed to resemble an actual drawing as close as possible, what you are doing is the complete opposite making the drawing resemble the sprite. That may sound counter intuitive but a good example of what I mean is Yoshi. As you can clearly see the actual Super Mario World sprite looks different from his official artwork.

Reminded me of this, though admittedly it more about 2D games in general than games that specifically have pixel art.


Would have been better to use an image without Mario's fat ass partially obscuring Yoshi's sprite. Just saying.

Polygons were a mistake

It's not hard. You're just not good at it, I'm not even trying to be mean I'm just being honest. It's like any other art: It takes time. My pixel-art used to be shit still is tbh but that only changed because I got better. Meaning it got easier. Art gets easier the better you are.
Eventually you'll look back on your past art and say: "WOW I fucking sucked" And you'll be able to create that "hard" work easily.

You know what people also don't appreciate? Almost everything else. No one cares about the work, and effort, it takes to someone to create.

This. Stripping away the unnecessary is always hard, no matter whether you're doing it in graphics, music, programming, mathematics or what have you. Just look at the turd I uploaded right here.


He's talking about visible pixels in rotated sprites, mate. Undertale is actually a great example of a game where sprite rotation horribly clashes with everything else.

it's nowhere near as hard as 3d modelling and making a real game

...

...

Tell me if I'm in trouble if I want to tenderly hold the hands and give a good petting to those two girls

unless you plan on animating

Thanks for those pdfs, those are some great resources. Maybe one day I too can make a good pixel thing or something.

Been working away at some art assets for a grocery store sim. You probably haven't seen it unless you frequent /agdg/.

Anyways, I used SS13 body as a base and made my own shit from it. Does it look serviceable?

Here's something to avoid like the indies nowadays.

You mean nobody appreciates the "effort" that went into making shitty 8x8 resolution characters that are going to get blown up to 1080p while the developer uses "muh artstyle" as an excuse to his incompetence.
Owlboy was a recently released game that has gorgeous pixel art and was acclaimed for it.

Its really not that hard.

Dude

because you fucking suck

git gud


the second pic is for you

...

And I thought I was dogshit at drawing

I don't really have a lot of the mechanics fleshed out yet. I'm thinking of it like RCT, but in a different setting. Definitely singleplayer management, though.

… Should it be sillier? I was trying to keep a more serious tone.

...

people appreciate the effort when it looks GOOD. yours looks like shit.
its not that hard to make good pixel art.

maybe if you just git gud you won't be such a whiny faggot

Nah, if you want it to be serious make it serious

how do i get good

There's not really anything terribly wrong with the right sprite. I'd argue the left one looks a bit weirder because the dithering implies the texture isn't smooth. The outline and leaves make it look more interesting though.

The problem with most indies nowadays isn't that they don't use dithering or outlines (an example being Cave Story, which looks great). It's that their color palettes suck, their sprites don't have obvious shapes and their animations are generally uninspired.
Cave Story got all of those right, yet I often see people blame it for starting the indie pixel art trend. But I think if it wasn't for Cave Story, it'd be something else that people imitate lazily.


Copy something you like until you get proficient at it, then deviate from it and try new things. I got started making shitty sprites that were essentially traces of Link's Awakening. I still don't consider myself very good but people have paid me for my art before, so there's that.
All it takes is several years of pursued interest, it's not as hard as people think.

Keep doing it. 10,000 hour rule

Did you make that sprite? No offense, but it doesn't look very good either.

>>>/loomis/
>>>/art/
>>>/ani/
Read and copy books, check the stickies

first you spin around, stop
double take three times (one, two three)
then pelvic thrust (whoooo, ooooooh)
stop on your right foot, don't forget it
now it's time to bring it around town
b r i n g i t a r o u n d t o w n
then you do this
and this
and that
and this and that
and then

Well hopefully I can get some gameplay going in a month or two. I'll post here for feedback of course. We'll see what works.

Yeah, I did. But its from like, 2 years ago, and I traced it over an image.

No excuses :^)

Why didnt you just draw out the animations in a flash program Photoshop it then bring the individual images as layers and trace the over w/ a 1px brush?
Probably would use GIMP for that

pixel art is hard because:
art is hard
animating is hard
doing both in a compressed format with color restrictions is fucking hard.

Anyone have any advice or tips on animating?
I'm struggling to keep on model.

By never giving up.

Plan your motions in advance by drawing keyframes first. If you can keep on model for those it'll probably be easier to keep on model when you draw the inbetweens.

depending on which software you use, you can put the base drawing or a concept sheet on the background layer and animate on top of that

You need a slash line effect when he swings his sword and ends the swing. Take a look at sprite sheets if you're stuck

isn't KOFXIII touched-up renders?

Wait I thought that was Donkey Kong Country seires

Yes, they're rotoscoped 3D models. Still, the end result is nothing to scoff at and neither was the amount of work and resources it costed them. The KoFXIII roster was so small and limited in their move sets simply because SNK didn't have the funds to add in anything more.

My bad. the process is way more involved than a "touch-up". They just pose a very basic model and then do the rest by hand. Very impressive.

And ironically enough, it's one of the more cost/time effective ways of creating high quality sprites. This is why developers, even in traditionally sprite based franchises, have been switching to 3D models over the years. It's often just not feasible anymore to do anything else.

I think I can do a better job then Toby Fox did

because if your pixel art is too simplistic then it gets thrown into the indieshit bitch pile, if it's passable then people will generally ignore the effort. And if your pixel art is exceptionally good then people will say it looks nice and leave it at that, despite the fact you had to labor for years to make it look that good whereas 3d graphics can always look impressive despite the relatively small amount of effort. Bottom line, your effort will never be appreciated unless you make some godly piece of art but if you're doing it by yourself then you'll waste your entire life away on one project. No one realizes that making an animation means doing it frame by frame, which is time consuming as fuck.

i'm actually kind of surprised the thread didn't turn into


pic related, the pinnacle of my pixel art.

*Right, forgot to put Yoshi without Mario.

That's believable. The pixel art was easily Undertale's weakest aspect. It was the one thing Toby Fox was really inexperienced at and got a tonne of help with.

So this is where the inspiration for the latest Street Fighter comes from.

finally

it's more like embed related where the 3d is used as a base to keep animators on model than something purely rotoscoped from 3d like dkc. arcsys uses a similar technique for blazblue & the persona arena games

No, SF has had that artstyle since the Alpha days. The transition to 3D didn't do it much good.

...

nobody has to see your shitty deviantart beginnings

and if you do want to share your early drawings, just put a positive spin on it like "Learning to Draw, Day 1/365"

bumping with some
Q U A L I T Y
pixel art
maybe these will help, op

Don't give up user. Anything worth doing is worth doing well, and good shit is always hard to make.

>letting others ruin the game drawing for you


Yes, it's probably best to be positive about it instead of falling into insecurity porn.

brad rigney started when he was like 30
>artstation.com/artist/cryptcrawler

unless you get dementia, you're never gonna be too old to learn to draw/paint. anyone can git gud if they're willing to put in the effort.

Where have I seen this?

That doomguy is amazing.

Here's chapters 4 & 5. Chapter 6 is out too but I haven't been able to find any links

is there any corner cutting technique for non-artists to just churn out barely acceptable pixel art and then make up for it with sypro tier color co-ordination or something?

"if you want a 4x3px bee as a background object, first you need to be able to draw THIS!" is the bane of my existence. proper drawing and construction is nightmare tier.

3d is probably the closest you can come to corner-cutting without making something that just looks like lazy shit.

Even if you don't want to learn proper anatomy and whatnot, you'll still need to make your designs appealing, readable, and all that. It's no wonder there is a whole chapter dedodated to this in these pdfs :>>12231726
You could also look into cartoon drawing books. Even without knowing jackshit about muscles, you can still draw a stick figure that can convey the appropriate emotions.

for animation related learning material, look at: "the 12 principles of animation"

A lot of failed artists use pixel art as a crutch. They try to use the lower resolution to hide the fact that they can't draw for shit.

It makes the actual good pixel artists look bad.

And this is why none of your crap art will ever look good. It always pays to have solid foundation art skill and from there you can stylise and make some appealing. The most beautiful art is a interpretation of nature no CalArts bullshit. While it comes time to reinvent your style for a new project, you can back to your basics. Goes for comic art, game art and animations, everything.

You don't need to be able to perfectly paint your pic related and you know it. This is just an excuse for
10'000 hours, fucker. Get started.

You can compensate for lack of anatomical knowledge if you can animate and convey motion really well. But for that you'll need to study a ton of great animation.
Also, if you want to make game, then try to make it at the artistic skill level you're at right now. "When I'm better" will never produce a game, starting now might.

Did you know that retards in special schools form hierarchies and are elitist to each other based upon the severity of their disabilities? I find it fascinating that even people who have nothing going for them still try to find ways to hold something over others.

needs a bit more weight to the ends. its very good for a basic sketch.

lmao calm down kiddo

Let user vent, we all have those things inside that need to be let out otherwise they'll eat us up

oh blow it out your ass. nobody even notices that shit unless its really bad

It's hard because drawing is hard and art is hard. You're not good at drawing, so you won't be good at pixel art either. Draw more people, improve your general drawing skills. Pixel art isn't a crutch that will make your art good.

I'd suck your dick to thank you user.

1) Go to google image search
2) Type "bee"
3) Hit enter
4) Download image.
5) Shrink image really small.
6) Use results to learn how to make the best use of the handful of pixels you have.

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Feel the anguish OP.

Self-improvement is a stupid meme. Yes your art will change over time but if you don't have natural talent, you might as well kill yourself. There's a reason you have all these people who have never taken a lesson in their life and are great at drawing.

There are a shit ton of more creative things you can do other than just drawing. I'm a Motion Graphics Designer and I can't draw that well at all.

well a lot of skills translate over to other skills.
one may not have 10,000 hours in drawing, but they may have 10,000 hours at a mix of translatable hand-eye coordination skills; which gives them said "talent" (which is in-fact not "talent", but time spent on skills that translate to drawing).
Still, one has to learn the fundamentals to realize the proper way of utilizing said skill; or else it's just raw skill that hasn't been properly refined.

Literally the most pleb thing you could ever do.

...

:^)

I’m reminded of a thing that cuckchan /tg/ came up with called Night Shift. It’s a horror RPG that takes place at a gas station where weird events happen and disrupt the players as they go about their mundane activities. Have you heard of it? Maybe look to it for inspiration on tone (or even mechanics/events).

1d4chan.org/wiki/Night_Shift

that's line art not pixel art u pleb

most people can't tell the difference between tracing and bad lines

Sounds almost like an excuse not to push yourself and your art.

This is good, this is a good sprite.

Mike Z is a fucking faggot

Excellent, I get to post this again

art-eater.com/2010/07/test-1-darkstalkers/

Man i'm still bumrustled about what happened with your third pic.

He's true, though. Most skills are 'talent' at the base, it's how neural connections in your head are managed. You just may lack the capacity to even IMAGINE things in a way needed to draw.
Hell, I know a person who claims that he lacks imagination at all, i.e. he just takes in the information he hears and understands it, but there is no 'picture' in the head, which is absolutely baffling to me.

HOW THE FUCK DO I PIXELATE ANIME TIDDIES

If you're looking for approval on an anonymous image board you really have to be mentally disabled.
You get better by doing slow and deliberate exercises. Charles Bargue Drawing Course is the kind of thing you should do first to train your draftmansship, observational skills and learn how to to use division and hierarchy to deal with complex tasks. Continue with stuff like Villppu, Loomis, Proko, Bridgman and so on once you are decent at copying. You mainly get better at drawing from imagination by copying from real life or reference with the constructive methods, described by the literature I mentioned in the previous sentence, not by actually drawing figures from scratch.

On the off-chance that you were unaware, it's basically a recolor of the kid from Treasure Master.

Checked.
Don't let the thread die. Post more pixel art.
chrome cucks won't be able to view this

Skullgirls was never good. I understand why when your entire dev team is filled with faggots.

Fucking niggers! You just need a teacher!
Just find someone who will teach you how to draw.
I could do it, but then we would have to stop being anonymous and we would have to set up shitty google talk and you need to find a way for me to see your drawings, it would be a pain online. Find someone local who is an illustrator or pirate classes (best course of action). The point of the teacher and the payment is that both of those will keep you in the routine of practicing which you can't do now because you're procrastinating faggots.

Got any links?
All I got is stuff from /loomis/ and /art/

It's not surprising there are so many lazy people on this board. Videogames today spoil you constantly with rewards without even being challenging.


If you copied the stuff from the /loomis/ mega you should have plenty. Would share my video collection but it would take me months to upload.

I just noticed I messed up some frames in the loop.

Just like make art. If ZUN can do it you can do it.
Also have you thought about isometric?

forum.cgpersia.com/
cgpeers.com/

Dynamic sketching by Peter Han if you're an absolute beginner
analytical figure drawing by Michael Hampton for 2D anatomy if you're a beginner find his book "design and invention"
anything from Scott Robertson for industrial design find his book "How to Draw" plus thousands of his free youtube videos
Scott Eaton for 3D anatomy after studying Hampton
Feng Zhu for inspiration/photo mashing/mattepainting
Ryan Kingslien for becoming a 3D anatomy god
Animator's Survival Kit for animation from beginner to master
It's all out there, you just have to want to be an artist.

At least he laughed at yandev.

...

the artbook thread on halfchan /ic/ has lots of good stuff


huevaluechroma.com/
alla prima for the artist by richard schmid
how to render by scott robertson
conceptart.org/forums/showthread.php/148355-translation-LINRAN-s-Light-and-Colour-Tutorial-Mini-tut-BIG-download!


gurneyjourney.blogspot.com/
andreasdeja.blogspot.com/
drive.google.com/file/d/0B9lXZ7r4VKo9aWRaVjFHdkw3ZTg/view
graphicla.tumblr.com/archive

warosu.org/ic/thread/S2156679#p2161399
twitch.tv/labzero
twitch.tv/cerebrawlin
original.livestream.com/peleng/folder

I remember reading that the best effort generally goes unnoticed, while shit effort gets pointed out.

Art in general is hard to git gud, but don't get discouraged by whomever or whatever and keep up the good work.

This was done for Factorio aka Autism factory builder, the game, and it looks quite neat.

So is this the new drawthread now?

Oh my GOSH! Thank you honeybuns!~

How's my pixel art?

It's horrible.

Incredibly tiny.

You should probably blow your art up by x2 or higher when looking for critique

your a hack

It's all the difficulty of regular art, but each mistake is packaged up into a big convenient box that's so much easier to see and get caught up on.

There needs to be so much more porn of Link with Cremia.