.:*~Pixel Art "Do"s and "Don't"s~*:.
Given all of the information above, you likely now have a much better grasp of what pixel art is. However, with great knowledge comes great responsibility. It's good to know how to do something, but you also need to know how to do it right.
.:*~Anti-Aliasing~*:.
Anti-aliasing, as briefly described above, is the method of manually adding "buffer" pixels / colors to smoothen jagged edges out. Advanced programs such as Photoshop, or the newer versions of Microsoft Paint, will have tools (i.e. brush tool) that will automatically anti-alias around the brush stroke. In pixel art, anti-aliasing needs to be applied by hand.
Anti-Aliasing is a wonderful tool to use; however, you need to be able to know just how to use it...and how much. Below is an excerpt from a thread on Pixel Joint (linked to in the thread's credits section) related to how much anti-aliasing to use and not use.
That should be a good transition into the next section...Too much AA (over-anti-aliasing)- You only want to use as much AA as is necessary to smooth the edge. If you use too much, the edges can look blurry, and you lose the crispness of the line.
Too little AA- Here the artist has used single pixels to ease the transition, but he has only succeeded in blunting the jagged edge a bit. He could have made a much smoother transition by using longer lines of pixels to show a more gradual transition:
AA banding- When segments of AA line up with the lines they're buffering, AA banding occurs. For a better understanding of AA banding, be sure to read the section on banding.
--cure
.:*~Banding~*:.[
Banding is when pixels line up together, or "hug" each other. Banding is frequentlly used with deliberately shaded sprites. it tends to happen often during the shading process. Below are a couple of common examples of banding:
Banding should be avoided at all costs, simply because of it looking completely unattractive. Banding can be very sneaky and creep up on us when we least expect it, but don't worry yourselves with this at the time.
.:*~Jagged Line Art ("Jaggies")~*:.
Jagged lines are both a good and bad thing. First, let's look at it in a positive light in a way it can actually be helpful--something that a lot of beginning pixel artists tend to avoid or just overlook.
See this? This happens most often when you are trying to make a curve, particularly a large curve. Adding the jagged line right at the end, when zoomed out, helps make it look more natural and curvy, and less polygonic. However, when making these you should also balance it out with a little bit of anti-aliasing, because despite all your efforts, without anti-aliasing / selective outlining, you will either have a curve with an obvious jagg or a curve that looks too polygonic.
Now, let's analyze how it can be a detrimental element to our pixel art. These reasons should be pretty apparent just by looking at these images, so I will take less time explaining them.
.:*~Dithering~*:.
Dithering can be beneficial for sure: it is used to ease the transition between colors in an innovative manner--without having to use an extra color or colors as a buffer. Despite the fact that dithering can be difficult to use effectively; by intermediate pixel artists, dithering in general tends to be viewed as a taboo. This isn't an entirely accurate viewpoint. Dithering, additionally, can be used to create a type of texturing; and is also commonly used when you are forced to preserve colors (having a limited palette). Here's yet another slight excerpt from the same Pixel Joint thread, because cure explains dithering fantastically here.
Too much dithering should be avoided, especially if it's just standard dithering. Doing such can add an unnecessarily rough appearance to what it's being applied to. If you really need to use so much dithering, you'd be best off adding a buffer color instead.Dithering consists of different patterns of pixels. It's typically used to ease the transition between two colors, without adding any new colors to the palette. It's also used for creating texture. In the days of CRT monitors, dithering was especially useful as the screen would actually blur the dithered area and obscure the pattern. Now that crisp LCD monitors are the norm, the patterns are no longer as easy to hide, meaning dithering is not as versatile as it once was. Even so, dithering still has its uses.
The most common form of dithering you'll see is a 50/50 dither, also known as a 50% dither or a checkerboard pattern.
As shown in the example above, you can create various other patterns to further buffer between a full color and a 50% dithering pattern.
These patterns are often easier to spot than a 50% dither though, so be careful!
Stylized dithering is another technique, and is characterized by the addition of small shapes in the pattern.
Interlaced dithering allows for two dither regions to hug each other. It is called interlaced dithering because the two dithers weave together at the borders. This type of dithering allows you to blend dithers together to form gradients.
Random dithering is a less-common form of dithering, and isn't generally advised, as it adds a lot of single-pixel noise to the image. While it has some usage in very small doses, random dithering is something you'll often want to avoid.
As useful as dithering is, it's often misused by inexperienced artists.
--cure
The below image shows an effective amount of dithering (right) versus excessive dithering (left).
The amount of dithering to use should depend on the contrast of your colors and/or the size of the palette you're working with. It's best determined on a case-by-case basis.
.:*~Pillow-Shading~*:.
Ah, pillow-shading...one of the most taboo, if not THE worst taboo technique to use in the pixel art world. Pillow-shading is a type of shading that you will want to do your best to avoid AT ALL COSTS.
Pillow shading is more often than not an amateur mistake. Sometimes, though--like banding--pillow-shading can be sneaky and pop up even when you don't intend for it to. Pillow-shading is commonly paired with banding."Shading by surrounding a central area with increasingly darker bands. Pillow-shading is bad because it pays no attention to the light source, and conforms to the shape of the area rather than the form it represents of how light affects it."
--cure, Pixel Joint
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.:*~Selective Outlining~*:.
Selective outlining, sometimes referred to as "Sel-out"ing is mainly used for sprites that have a definite outline / line art. It is the process of shading the lineart manually in order to conform with how the light hits that area of said line art.
Using only colors for outlines versus using colors AND black for the outline is something that is mostly based on personal preference and is a highly debatable subject.



























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