A while back, I was looking for resources & tutorials for my planned game. And I came across this - http://www.derekyu.com/?page_id=219
It is very helpful for those who don't really know how to create sprites etc...
I think it's the first entry you get when you put "Sprite tutorial" in google, but thanks anyway! :)
Surprisingly enough, it isn't ???
No? Then it' s a surprise for me... I must say I always find that tutorial, even when "don' t wanting to". IMHO, it' s a bit too simple, and focuses on a non very popular style (Big sprites, darker outlines, etc...).
Still, it' s good.
Would you mind posting a link to ones that you think are good?
I would love to find a good sprite tutorial.
Look here :)
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=32133.0
I don't place much stock in art tutorials as anything more than a general reference because all they typically do is show you how to do things the way the author does them. This, to me, goes against the purpose of art (and if you don't consider sprites and such to be a form of art then you won't agree) which is to find your own way towards something visually pleasing. That is not to say that you can't pick up some basic rules (color theory, perspective, light sources) but if you already have a grasp of these then I wouldn't focus too much on strict tutorials.
ProgZ... Actually from my perspective knowing what other people did in art (analysis) is crucial. It gives you a firm grasp on what CAN be done (and what not) as well as what has NOT been done yet. It's one of the very basic steps in composition, at least, and I'm guessing that history of art and analysis is also very important.
Then again such strict tutorials on "how to do it MY way" are rather redundant. In other words I do agree with what you're saying, I do actually think that pixel art IS art, but I'm referring to a more general idea. :)
Cryxo, I haven't explained myself propperly (I am not saying that you are missunderstanding me... I REALLY mean that I have explained myself badly). I don't remember that there are "good tutorials" of the kind you are looking for... What I did for learning is browse a lot of art, go to pixelation and take a look... By observation you can learn a lot, but don' t just stare to the amazing pieces... Download them, examine them, study them count the colours, see the tecniques the artist use and try to figure why he/she is doing that.
What I' ve learned so far, basically, can consist on:
-Redouce your pallete to 16 colours as much... Is good for learning, and, believe me, 16 is enough.
-Don' t use pure black.
-fight against Banding.
-Do not think as a "pixel dropper"... You will benefit of painting the sprites as big shapes, with volumes, with lights and darks... What I usually do is start with the darker colour, and then go adding the brightest ones, considering on which parts should be lighted. Don't do "lines", do shapes.
-Think as an artist... You are not a photographer, I know you might want to include that pocket in the shirt of the caracter, but... Does it look better? Shouldn't look nicer cleaner? Yes, I know you HAVE that shirt in your closet, and it does have a pocket there... But this is art, not reality.
It' s difficult to explain... I should do a tutorial! :D
I didn't mean it to be a strict "do as a say because I know better".
I myself am new to sprite making, and a guide is very helpful.
I only meant it for help with people new with it, as it says in the subject line.
Anyway, thanks for all the posts 8). Very helpful.
Copying style from other art is essential in developing your own art style. Experimentation is the key. I'm sure most sprite artists started out by trying to imitate sprites from their favourite videogames. I know I did.
Tutorials are good for seeing how others work, and choosing certain bits you may like to include in your own workflow. I'm sure most have picked up a tip or two in tutes that now makes life easier for them.
I never set out to imitate any style, so I can't say.
However:
When I first started pixelling about 17-18 years ago, I was excited by specific game genres rather than art styles, and my favorite genre of that period was rpgs -- specifically console rpgs. One of my first serious pixel projects started as an attempt to make a game similar to console rpgs of that time (the Final Fantasies, for instance). So while I was in no way interested in their art style (I really dislike anime art, personally), I was influenced by the content of the game and wanted to make something similar but with rougher-edged, more realistic characters.