Pixel Art - How to Build Objects - Part 2
Now that weâve gotten into some basic shapes using pixels, I wanted to visit projection and show
With regards to pixel art, there are 4 basic projection methods that you can use to build your objects as listed below:
Flat-On, otherwise known as Orthographic Projection. Typically, itâs this type of projection that you gives that âcartoonâ or âanimationâ aesthetic; because youâre only viewing a subject from a single angle, you can focus on more convincing and realistic proportions for your subjects without having to worry about depth or location in 3D space. In the early days of gaming, because of the limited technical capabilities of early hardware, this was the most popular and easy-to-understand form of projection. Examples include art in the sidescrolling genre of games, such as Mario, Kirby, Donkey Kong Megaman, Metroid, Castlevania, etc.
3/4 Top-Down. Incredibly useful for building out the length and width of subjects with while giving subjects the subtle illusion of height. Used a lot in 2D games sporting large maps, such as those in the action-adventure and RPG genres. Examples include the art in The Legend of Zelda, Final Fantasy, Dragon Quest, Frogger, Gauntlet, Metal Gear, etc.
Isometric Projection. This is where we begin to get into a sort of âpseudo-3Dâ projection, in that the subjects of this type of art are represented along all three axes. Because of the static nature of 2D cameras, the way it represents these axes is very precise and does not change. In gaming, examples of this artstyle include games such as Super Mario RPG, Kirbyâs Dream Course, SimCity, Sonic 3D Blast, etc. This type of projection, because of its pseudo-3D nature, is very popular in 2D management and simulation games. *Note that in Pixel Art, Isometric projection is not TRUE isometric projection, which requires mathematically precise calculation. Isometric Pixel Art is typically more an aesthetically pleasing simulacrum of true isometric projection.*
Perspective Projection. What we would typically call âTrue 3Dâ. Incredibly hard to make convincing in low-definition pixel art, because of the lack of requisite amount of pixels.
Starting with the 8-bit/NES era, letâs take a look at how some of the objects rendered onscreen were constructed. Since weâve done a brief look into the 1984 classic âDuck Huntâ, it seems to be a pretty good starting point.
Looking at Duck Huntâs main background. Specifically, this tree:
How might I try to remake this tree? One technique Iâve made use of in the past: Blockout.
You can think of the blockout technique as drawing out a general shape for your subject in the very beginning, and slowly refining the shape to meet your needs. As an example, Iâve recreated a general blockout for the tree, with no leaves (so as not to confuse myself, we can add the general shape of the leaves later).
With the general shape of the tree down we can begin to refine the position of the branches as necessary, as well as proportions. Since this is just example, Iâm not worried about making 1:1 reproduction of the Duck Hunt tree.
Itâs beginning to take shape and become a lot more tree-like! The important thing about this technique is ensuring that the shape youâre making has an instantly-recognizable and distinct silhouette. I should be able to, at a glance, reconigize what is being shown on screen⌠or at least recognize the idea of whatâs being presented on-screen. Or on paper, if working traditionally.
Some further refinement for the rough edges and some darker spots on the trunk to indicate bits of shadow:
The nice thing about doing this technique at lower resolutions is that you donât need a lot of refinement to make your subject look good, just enough to get the point across. If youâre familiar with traditional art, this is very similar to the act of âthumbnailingâ.
For the time being, I think we can leave the tree and begin to focus on blocking out the leaves on the tree.
And weâre pretty much done! Here it is without the grid:
Again, not perfect, but it gets the point across. And again, because of the low resolution, I could theoretically make many iterations of this tree and decide from there which design I would like best, similar to the thumbnail process.