Wow. Awesome video. Im an amateur Krita user and game dev, but this video aces techniques for "mid-poly" and "high-poly hand drawn art. Very well done. A+
Wow, this was extremely helpful and inspiring. I've recently started game dev and I feel this simple process is going to help me a lot in the near future. Short, to the point, and simple. Just what I needed. Thank you.
Hmm, I'd say overall it is good to work larger than necessary. You kind of know that your game will be at most 4k ( 3840 × 2160). If you expect your sprite to only cover at most 10% of your screen, then it doesn't have to be that large. I think most of the assets here in this clip are around 500x500, except for the trees which are larger. But then if I would care about performance I would potentially import them so that they maintain the ratio of 1080p resolution, or 4k if that would be what I was going for. But when creating them, I think a good rule of thumb would be to make them twice as large as what I need them to be when in game. One weird thing to add is that working too large can often be tricky brain-wise. Especially if you are new to drawing art. If you for instance draw a rock 4000x4000 pixels, but you only import it in game as 200x200 pixels, then it is clearly overkill. Is this a problem? It can be, what could happen is that you spend extra time fixing errors and details that would never ever be visible in game. So you would be wasting your time. And you kind of want to make sure to do as little work as possible for the best result possible. With all that said, I don't think there is a perfect rule to follow, as long as you don't make things smaller than they need to be, because you can downscale art, but upscaling it would degrade the quality. Making it too large could be an inconvenience, making it too small could be catastrophic.
Cool tutorial. But i have a problem, i'm drawing in Krita and i don't know how to blend it. I made 4 different layer but i still wil not work! Help pls!
Thanks man, this was useful, even for pixel art. I'm making a game and spend so much time on making environment assets, sometimes I'm just so lost I need to take a few hours or days break from the particular asset and come back because it can get confusing. I'd love to see how you do 2D assets for buildings (exterior and interior).
This was randomly recommended this video. Was surprised to see just 470 Subscribers. Well made content, precise, well edited and curated. Hope to see a lot more. Subscribed.
Between this one and a few of your other videos, you have removed so much stress caused due to my inability to make assets. So glad I found you! If you get a chance to do simple top down style assets as well that would be awesome.
I really want to do top down as well, and I will in the future! But I will need to spend more time with it to set it up properly. Videos still take a bit too long to make for me to be able to shift content and still have time to make videos, but I will try and set it up as soon as I have time :)
Yeah, I am also trying to find how to make topdown assets. And I mean true top down. It's tricky since everything is basically without shadow on top and shadows can be only on sides of objects. The key seems to be the right texture materials for everything. So wood looks like wood etc. Without it, it all looks like plastic
hi, i'm starting in gamedev and taking baby steps, i didnt know you could do it in Procreate in such a simple way, your video was very useful, thank you! i'll watch the others and keep following your channel, happy to have found you!
WOW, one of the best videos that really explain you how to create beautiful graphics to your game, I subscribe you right now and I pretty sure that its gonna help me a lot in my game!!!😁
I am looking forward to start making games and this video made me realize how important the visuals are for a game and gave me confidence I could do it eventually ! I subscribed and will be looking forward to your next videos 😊
Thanks! And I agree, visuals feel especially important for giving a good first impression. There are plenty of good older games that I would probably overlook today, on the basis that they don't look like they are as good as they are. Good luck on your journey!
@@Nonsensical2D do you know a way for non pixel art tilesets to look good? because my 2d art looks grainy and compressed even when I set the pixels per unity correctly as well as set compression to none
@@alexthompson8977 When you say you set the PPU correctly, you mean that the asset ought to have high enough resolution to fit 1080p or something similar? Because my first assumption will just be that you have made a 32x32 pixel asset but then in your scene made it occupy 128 pixels. I don't know if you are working in unity, but they have a blog post that is quite a good introduction on the topic called "How to Choose the Resolution Of Your 2D assets - Unity Blog" on their unity blog (you can search the title on google, should be first result) , I recommend that you check it out (it is intended for non-pixel art)
@@Nonsensical2D for example I have character sprites that are 2000 x 2000 (regular drawings) but they look kinda pixelated. is the resolution too big or am I doing something wrong?
@@alexthompson8977 Do they look pixelated after you have put them into your scene? but they don't look pixelated outside of your game/scene? I don't think I've encountered that issue. Do they still look pixelated if you scale them down?
I'm definitely intending to do one, but it will take a bit because I haven't quite figured out how I should approach it in its entirety. It would always be easy to sell the idea of staging the way I do in many of these videos, because the scenes I make are largely walking simulators, so they look better because they aren't functional in game. If I want to make a video which includes authentic advice on staging, then I really need to construct a lot of scenes that both reflect decent gameplay, while also looking good. I don't think this is necessarily difficult, but naturally it takes time.
@@Nonsensical2D Oh! I see! If I understand correctly you mean making the "interactable" middle ground. I would love to see that as well but I would also like to see your steps on creating foreground and background for scenes, I think that would be a great video on it's own. Currently working my way through your videos so maybe you've already done this and I haven't watched it yet. Thanks for the quick response!
@@vincentrodak9734 Hmm, I didnt precisely mean the interactable middle ground in and out of itself. Rather, if you want a good foreground and background, you need to take into account that there will be platforms and interactable objects. I think it is significantly easier to make backgrounds and foregrounds when the "middle ground" is really flat and simple. But it becomes significantly more complex to make a good background and foreground when you also need to have a lot of platforms or spikes and similar. So in order to actually be helpful when giving advice on staging, I really want to first have a fair example of how a level might look (with spikes, enemies and platforms) and then from that example stage a background and foreground given what there is to work with. And then go into what I believe is a good way to approach the problem. Because ultimately whenever an actual artist has to design a scene, they don't work from the idealised good looking scene, they have to work with what the game designer gives them. But as you can see in regards to how I am describing how difficult I view the problem, it will take a while to make a good video on the topic :)
@@Nonsensical2D thank you so much! This makes drawing as a beginner so much easier and it looks clean at the same time. Also what's the setting for Inka you used for draw the bushes?
also just standard settings, I sometimes set the brush size at around 2%, but quite often i just eyeball it :) (I tend to go for what looks right at the moment ^^)
im gonna try and make a game or something when i get a digetal table bc Im not really used to makeing digetal art, and im more used to drawing with a pencil and i just cant draw on a computer art- so im saving up for a digetal tablet ^^ and these tips are really help for when i do get one (if i do get one)
Something I used to do years ago when I first started out with a digital tablet was to draw a sketch using pencil and then take a photo or scan it and then draw on top of my sketch, then it will mostly about tracing what you have already done, instead of having to 'relearn drawing'. It could be a good way to start out if you find the digital aspect really annoying. With time you will get used to digital and then you will gradually start sketching digitally as well, but i found that sketching traditionally and inking'coloring digitally made the transition easier.
@@Nonsensical2Dthanks! can i have the exact settings of the pen from the brush studio? The lines you draw look somewhat sharper then mines thats why i ask. cheers
before i watched this video im pretty sure this would have taken me 2 weeks because it will literally take me 2 days to draw a fckin rock for some goddamn reason after watching this video i hope i can take far less time goddamn but this is helpful and wonderfully concise i suck at drawing trees
So it depends a bit on the software you use. But overall, it is a watercolour paper texture, overlayed on top of the image, using different filter modes like color dodge, lighten, multiply until it comes through just enough to look ’watercolour-like’, there are plenty of artists that sell them online on sites like etsy, but you can also make them yourself by scanning some watercolour paper and playing around with overlaying it on top of your asset. Off the top of my head, ’calvin at drifterstudio’ sells watercolour brushes and watercolour paper for procreate, and adilson farias sells for both procreate and photoshop, but as I said, you can always make textures yourself, they are essentially just playing around with blending modes and adjusting it for you for a small fee of like 5-10dollars.
Your content is incredibly helpful. However I was trying to figure out, should I draw all of these on image on Procreate? Or should I make a separate one for each thing I’m drawing? Very new here, thanks!
in terms of optimization you might want to eventually have it in sprite sheets (one big image), but if you are just starting out i would draw everything as individual assets, because creating sprite sheets might become more complex and difficult than you want to make it at the moment and the performance gains might not even be necessary. I mostly still make individual images for each asset (you can always create one big image later on anyway). It really depends on what you are more comfortable with, my go to idea is to begin by what goes the fastest and easiest for you, and then with time you will realise if you need to adjust something. Both methods work when just starting out.
Great video, but I’m a little confused as to why you don’t hue shift your darker and lighter tones. It’s not necessarily a bad thing, and can contribute to that storybook feel, but I would be interested in hearing why you didn’t choose to use it
I think I actually do that in this scenario. but I hue shift using HSL afterwards, I think I did it this way just to better illustrate how the saturation ought to look. Normally I would both hue shift and saturation shift. I can't recall exactly why I did it this way in the video, but doing both shifts at the same time would slightly mess up the flow of the explanation.
Another banger, Idk what your work life looks like, but I have a couple of game concepts I'm Going into production on. I've got a pretty substantial budget already. Just looking for talent to make the vision come to life. Hit me up
I didn't expect much because all the tutorials I've found were hard for begginers but this one make me feel like I could actually do it myself. Awesome video!
I used procreate, the version I used was the ipad version of procreate using an apple pencil, there is also a version for iphones, but I haven't tried it. The app is only on iOS, so no android version exists
I have just notice your content that help me a lot in creating my own assets for beginner, have you tried blender 2D for creating game asset, would like to know your opinion regarding Blender 2D, anyway anyhow, love your content👍very straight forward, expecting more content from your channel.
Love the tutorial but you need to slow down. Its so difficult to follow the rock tutorial with you blasting through all the buttons. Still a good tutorial.
As far as I know with krita there are only three types of this adjustment that you can do, one is to add a stabilizer to the brush tool (which smooths the line), the other is weighted smoothing which basically makes all lines stable in accordance with an angle that you set. The third is just a means to make sure you always draw straight lines, which is done by holding down alt or ctrl when drawing (can't remember which). The auto-adjust to circles, half circles and straight lines that I show at 1:14 does as far as I know only exist in procreate (which is what I'm using here), the other adjustments will probably help to make nice lines in krita, but they can be somewhat tricky to work with and you might have to toggle them on and off on a regular basis.
Just woah...this video gave me hope, thank you for posting this, with a little bit more research i might be able to build the assets for my game even if i know nothing about drawing.
I'm drawing on the ipad using procreate, but the principles work well in photoshop or other software as well, I used to use photoshop and krita for my game art and it kind of looked the same.
If I want to make a 2D house interior, will the lighting technique that you show works well? Like the light color at top then getting darker as it goes down.
I think In general it will work quite well even if it might not be perfect. There are some instances where it might look off, if you use a light source in the scene for instance. But I would say that for the most part, the technique that I showed will generally be correct and can be used in many different types of scenes with different lighting conditions, even when there 'technically' are errors, it tends to not be noticeable.
the "even if you sre bad a t drawing got me", now not only can i not draw at all, i especially cannot draw with a mouse. so hopefully i can use this to draw sprutes from now on
I'm using procreate on the ipad in this video, i think I say it right before I mention krita. But I recommend Krita if you have a computer. I have made lots of assets in krita in the past, and everything I do here can be done there, it'll just look slightly different
Amazing video! I'm trying it out but facing some difficulties when trying to blend. I have everything like you do on different layers but I'm unable to smudge them? How do you smudge them when they are on different layers?
2:39 How do use blend in Krita, which layer do you have selected when blending? All of them? I used all different blending brushesh and outcome isn't good as like you. It just very dark at bottom, very very bright at the top and everything is pretty 'pixelated' instead of smooth transitions...
Sorry for slow answer, I think the most important aspect of getting a nice blend brush for me tends to be using a really smooth brush. As for pixellation that can be a few reasons, one is that you have too small assets, making smooth transitions will generally not look good if your resolution is closer to pixel art. If you want a smooth gradient I would also recommend making the brush size bigger than the entire asset almost, with a smaller brush size you will generally have difficulties making nice transitions. When it comes to being too dark vs too light, I think that just has to do with the base colours that you pick, try to start with colours that are significantly closer in value. Then you can always increase contrast afterwards using adjustments.
I might set up something for sharing this stuff in the future, but I really need to read up a bit on how to best do it, but I am hesitant to do it as of now, just because I'm not fully aware of potential ramifications. With that said, the assets are really simple so it probably wouldn't take you very long to try and draw it and following it as a tutorial.
This is using an ipad pro with an apple pencil. Drawing tablets would give equally good results (you can get equal drawing quality by using a 60$ drawing tablet, but you would lack a display). I would say that doing this type of drawing would be extremely difficult with a mouse, you can do vector art or pixel art with a mouse, but even then I would recommend a cheap drawing tablet.
@@Nonsensical2D Thank you so much for getting back to me. Yes, it's really hard for me to draw with a mouse. I might consider the no-screen drawing tablet and take it from here.
It is found under the airbrushing tab and called "Soft blend", it is in the standard kit. Making the transition smooth quickly the way I do it requires that you make the brush really large compared to the asset itself, if the size of the brush is small compared to the asset then it will be really difficult to get a nice and smooth blend. Hope it helps :)
This was so helpful, I have been struggling with the art for my game for a while now and this video singlehandedly made it feel possible. I know this is an old video but I've been trying to replicate this technique in photoshop and struggling. I know that photoshop isn't your forte but do you have any suggestions?
I admire the versatility and changeability you are able to achieve, the way you can use one object in many ways with different colors and continually edit, which I have had trouble with. For instance, I can't figure out how it is possible to blend the base/highlight/shadow while still keeping them changeable on separate layers in photoshop, and you also appear to be able to change the saturation/hue/darkness of your layers in Godot which I am currently unable to achieve in unity
@@fletchergunderson5283 I can't quite recall exactly how the blend brush is implemented in photoshop and if it literally cannot fade if it doesn't have anything to mix, but if you create a fade using a soft brush (either eraser or normal) and painting it in it should definitely stay on separate layers. You can achieve similar results but it might be slightly more cumbersome. As for the unity question, it was a really long time I sat with it. In godot I can just adjust the brightness of a sprite in the inspector, I set up a layer structure so that I can adjust the entire layer at once. There are other ways that arent' that complicated like using shaders, but unity might also have a simple adjustment. I know that there are plenty of people who have had to to do it, so I would probably advice you to go onto r/unity2D on reddit and ask there, then you will get an answer tailored to the best implementation in unity :)
So that specific feature is an auto adjustment tool that only exists in procreate, but there are line stabilizers and other smoothing features in most drawing software like krita, affinity, photoshop.
Sorry for slow answer, my computer broke so I haven't been available to answer more in depth, I don't know if you have managed it already, but if you haven't, what engine are you using and what exactly are you having problems with? are you first downscaling, then upscaling? have you checked import settings and such?
@@Nonsensical2D i have 300*300 png image when that png image(game art made in autodesk sketchbook in ipad) downscalling to 60*60, my image looks blurry,looking bad
@@Gamer-zu5ob how big is this asset in your scene? if you work in unity for instance (it is roughly similar in godot) you will have a pixels per unit measure, so it might be that you downscale this image to 60x60, but when you place it in your scene, you have it so that it occupies say 1/10th of your vertical pixels, which with a 1080p resolution would be 108 pixels and not 60, so it would have to upscale (thus look bad), if you want to avoid this, you need to know the resolution you work with, and set your PPU to match the size of your asset. Regardless if you work in unity or godot, I really liked this blogpost when I first started running into these issues: blog.unity.com/technology/choosing-the-resolution-of-your-2d-art-assets
I answered this to another commenter so I'll paste most of my comment here: "I''d say overall it is good to work larger than necessary. You kind of know that your game will be at most 4k ( 3840 × 2160). If you expect your sprite to only cover at most 10% of your screen, then it doesn't have to be that large. I think most of the assets here in this clip are around 500x500, except for the trees which are larger. But then if I would care about performance I would potentially import them so that they maintain the ratio of 1080p resolution, or 4k if that would be what I was going for. But when creating them, I think a good rule of thumb would be to make them twice as large as what I need them to be when in game. One weird thing to add is that working too large can often be tricky brain-wise. Especially if you are new to drawing art. If you for instance draw a rock 4000x4000 pixels, but you only import it in game as 200x200 pixels, then it is clearly overkill. Is this a problem? It can be, what could happen is that you spend extra time fixing errors and details that would never ever be visible in game. So you would be wasting your time. And you kind of want to make sure to do as little work as possible for the best result possible. With all that said, I don't think there is a perfect rule to follow, as long as you don't make things smaller than they need to be, because you can downscale art, but upscaling it would degrade the quality. Making it too large could be an inconvenience, making it too small could be catastrophic." If I make assets a fraction too small or too large, I tend to scale them in godot, but I don't think you should do this if they are significantly different in size, my reason for this is because it also scales your lineart or texture. If you have an asset that is really small and has lineart with width say 1 cm, and you scale it up 3x, then your lineart will be 3cm thick, but all your other assets will still have lineart that is 1cm thick. So I think scaling issue as it relates to the look of the asset itself is big enough of an argument against scaling something more than say 1.25. that is if you scale it using transform...
Ye, that shouldn't be a problem, it will look a bit different of course. Do note that if you make a vector image it will generally have to be exported as a png when used in the engine. (so it will have a set resolution past that point) I don't think there are many engines that can handle vector graphics as is.
@@Nonsensical2D its a problem thanks for the tips but this comment was like 5 months ago i already changed my idea and i decided to go with an art style less complex
Do u have any suggestion like what is the right game engine to use for creating 2d games because i have a project on my school we a task to create any 2d games :3 and yeah idk what to choose and idk how to create 2d games.@@Nonsensical2D
@@jeremiepogi8013 For a school project I think Godot is probably the best choice full stop. It is really good for short projects and quite easy to get into. There is also unity and gamemaker, but gamemaker costs and I would say Godot is probably easier.
ohh ye that shouldn't be a problem, I used to work in unity and have quite a few assets that I still use. This was set up in Godot. If you want a really similar look and you work in Unity then I think it can be good to look into 2.5D parallax in unity, because with a purely tilemap based system you might have difficulty setting up the scene, since tilemaps are grid based you lose a bit of control with placement.
It is added straight in procreate. You probably could do it using post-processing, but there would be slightly more work in terms of adjusting scales in regards to distance and also affect performance more. So it is added as a layer on top in the procreate file, and then the image is just exported as a png.
@@Nonsensical2D Thanks! I tried downloading an image and using blend modes/layer opacity but none seem to look like yours. Is there anything else you are dong? Or do you still have a link to the file you are using?
There are ones you can buy on etsy that look quite decent and have commercial license attached if you don't want to spend time on it (they only cost around 5$-10$ and is how I learnt how to make them). But it is going to be a mix of a few things to take note of. The first is that the texture that you have will affect the look of it, and you might even want to look at quite a few and perhaps even 'create' your own texture by stitching together several different textures, this not too necessary though. The more vital thing is that your blending mode should probably be something such as colour burn, which will affect the saturation and contrast of your image, which means you have to lower the contrast of the underlying layer to get it to look 'right'. There will be some playing around, adjusting them back and forth. So the first initial step to getting it to work can be somewhat tricky, but once you have set a texture once, you can just repeat the process for all assets, which would be an extra minute of work on each asset or so.
@@Nonsensical2D Tnaks so much! I am currently testing Linear burn, color burn seems to hide the texture, but after what you told me I bet it will pop up when I do those steps. I also managed to get a nice texture on Unsplash which should be free for commercial if I am not mistaken, so I should be set. Thank you very much. YOur videos are unique but very specialized and helpful! You are actually making me do something, overcome fear of drawing and I am having fun on my fourth asset of the day!
The video i was considering when making that statement is called "Beginner 2D Game Art - How to Place your Assets", it is about staging/blocking in your scene given a specific tilemap. Hope it helps :)
tried those techniques and end up like my scene was nuked... need more practice, I guess.
or make your game about the place being nuked..... survive, adapt, overcome
your artstyle reminds me of a storybook, it's really inspiring and feels achievable as a non-artist. thanks for the videos!
Wow. Awesome video. Im an amateur Krita user and game dev, but this video aces techniques for "mid-poly" and "high-poly hand drawn art. Very well done. A+
Wow, this was extremely helpful and inspiring.
I've recently started game dev and I feel this simple process is going to help me a lot in the near future.
Short, to the point, and simple. Just what I needed.
Thank you.
Which's the game name?
Your presentation is excellent in explaining things, worth subscribed your channel :) Keep up the good work.
I wonder what canvas size usually you work in Procreate to create these assets?
Thanks :)
Hmm, I'd say overall it is good to work larger than necessary. You kind of know that your game will be at most 4k ( 3840 × 2160). If you expect your sprite to only cover at most 10% of your screen, then it doesn't have to be that large.
I think most of the assets here in this clip are around 500x500, except for the trees which are larger. But then if I would care about performance I would potentially import them so that they maintain the ratio of 1080p resolution, or 4k if that would be what I was going for. But when creating them, I think a good rule of thumb would be to make them twice as large as what I need them to be when in game.
One weird thing to add is that working too large can often be tricky brain-wise. Especially if you are new to drawing art. If you for instance draw a rock 4000x4000 pixels, but you only import it in game as 200x200 pixels, then it is clearly overkill. Is this a problem? It can be, what could happen is that you spend extra time fixing errors and details that would never ever be visible in game. So you would be wasting your time. And you kind of want to make sure to do as little work as possible for the best result possible.
With all that said, I don't think there is a perfect rule to follow, as long as you don't make things smaller than they need to be, because you can downscale art, but upscaling it would degrade the quality. Making it too large could be an inconvenience, making it too small could be catastrophic.
Your channel is amazing, it deserves way more subs.
Thank you, this is really useful and makes the task look less daunting
Impressive thanks for sharing!
Cool tutorial. But i have a problem, i'm drawing in Krita and i don't know how to blend it. I made 4 different layer but i still wil not work! Help pls!
Put the everything on one layer except the lineart, that usually works for me...
Thanks man, this was useful, even for pixel art. I'm making a game and spend so much time on making environment assets, sometimes I'm just so lost I need to take a few hours or days break from the particular asset and come back because it can get confusing. I'd love to see how you do 2D assets for buildings (exterior and interior).
Ye I want to do one on exterior buildings in the future!
I'm a complete beginner for game art. I've never done any art in my life. Thank you for making these videos beginner friendly
This was randomly recommended this video. Was surprised to see just 470 Subscribers. Well made content, precise, well edited and curated. Hope to see a lot more. Subscribed.
Thanks :)
Worth it...You sir just earned a subscriber... Please dont stop..❤️❤️❤️❤️
Between this one and a few of your other videos, you have removed so much stress caused due to my inability to make assets. So glad I found you! If you get a chance to do simple top down style assets as well that would be awesome.
I really want to do top down as well, and I will in the future! But I will need to spend more time with it to set it up properly. Videos still take a bit too long to make for me to be able to shift content and still have time to make videos, but I will try and set it up as soon as I have time :)
@@Nonsensical2D That would be awesome! No rush. I look forward to it though.
Yeah, I am also trying to find how to make topdown assets. And I mean true top down. It's tricky since everything is basically without shadow on top and shadows can be only on sides of objects. The key seems to be the right texture materials for everything. So wood looks like wood etc. Without it, it all looks like plastic
hi, i'm starting in gamedev and taking baby steps, i didnt know you could do it in Procreate in such a simple way, your video was very useful, thank you! i'll watch the others and keep following your channel, happy to have found you!
You can also make your line work layer a reference layer in procreate and fill it on your color layer the same way as the flood fill method
ohh, that's cool, I didnt know that :)
@1:52 Recreate Hollow Knight art!? Hahahaha
Mans a genius explaining really well and that with is art looking sooo cute really learned a lot keep doing man it’s really great I followed u
Wow amazing explanation amazing buddy
WOW, one of the best videos that really explain you how to create beautiful graphics to your game, I subscribe you right now and I pretty sure that its gonna help me a lot in my game!!!😁
I am looking forward to start making games and this video made me realize how important the visuals are for a game and gave me confidence I could do it eventually ! I subscribed and will be looking forward to your next videos 😊
Thanks! And I agree, visuals feel especially important for giving a good first impression. There are plenty of good older games that I would probably overlook today, on the basis that they don't look like they are as good as they are. Good luck on your journey!
@@Nonsensical2D do you know a way for non pixel art tilesets to look good? because my 2d art looks grainy and compressed even when I set the pixels per unity correctly as well as set compression to none
@@alexthompson8977 When you say you set the PPU correctly, you mean that the asset ought to have high enough resolution to fit 1080p or something similar? Because my first assumption will just be that you have made a 32x32 pixel asset but then in your scene made it occupy 128 pixels. I don't know if you are working in unity, but they have a blog post that is quite a good introduction on the topic called "How to Choose the Resolution Of Your 2D assets - Unity Blog" on their unity blog (you can search the title on google, should be first result) , I recommend that you check it out (it is intended for non-pixel art)
@@Nonsensical2D for example I have character sprites that are 2000 x 2000 (regular drawings) but they look kinda pixelated. is the resolution too big or am I doing something wrong?
@@alexthompson8977 Do they look pixelated after you have put them into your scene? but they don't look pixelated outside of your game/scene? I don't think I've encountered that issue. Do they still look pixelated if you scale them down?
hey,thanks for this,ive been trying to find my art style for my game and this helped me alot
How did you manage to make the trees and other assets in the background become more and more invisible?
Great video! Would love to see that "staging" video in the future! Thanks!
I'm definitely intending to do one, but it will take a bit because I haven't quite figured out how I should approach it in its entirety. It would always be easy to sell the idea of staging the way I do in many of these videos, because the scenes I make are largely walking simulators, so they look better because they aren't functional in game. If I want to make a video which includes authentic advice on staging, then I really need to construct a lot of scenes that both reflect decent gameplay, while also looking good. I don't think this is necessarily difficult, but naturally it takes time.
@@Nonsensical2D Oh! I see! If I understand correctly you mean making the "interactable" middle ground. I would love to see that as well but I would also like to see your steps on creating foreground and background for scenes, I think that would be a great video on it's own. Currently working my way through your videos so maybe you've already done this and I haven't watched it yet. Thanks for the quick response!
@@vincentrodak9734 Hmm, I didnt precisely mean the interactable middle ground in and out of itself. Rather, if you want a good foreground and background, you need to take into account that there will be platforms and interactable objects. I think it is significantly easier to make backgrounds and foregrounds when the "middle ground" is really flat and simple. But it becomes significantly more complex to make a good background and foreground when you also need to have a lot of platforms or spikes and similar.
So in order to actually be helpful when giving advice on staging, I really want to first have a fair example of how a level might look (with spikes, enemies and platforms) and then from that example stage a background and foreground given what there is to work with. And then go into what I believe is a good way to approach the problem. Because ultimately whenever an actual artist has to design a scene, they don't work from the idealised good looking scene, they have to work with what the game designer gives them. But as you can see in regards to how I am describing how difficult I view the problem, it will take a while to make a good video on the topic :)
this was mind blowingly helpful, such a good video
How many pixel is your background? i have a problem with the dimensions. is the game engine you use godot? can the assets in godot to scale?
This is such a cool art style tutorial one of my fav. thanks! What pencil and setting did u use in procreate for this art?
For this one I used Inka. but I also use syrup a lot.
@@Nonsensical2D thank you so much! This makes drawing as a beginner so much easier and it looks clean at the same time.
Also what's the setting for Inka you used for draw the bushes?
also just standard settings, I sometimes set the brush size at around 2%, but quite often i just eyeball it :) (I tend to go for what looks right at the moment ^^)
Even as an experienced artist, this video helped a lot!!
Thanks. Now I can create areas for my games. I still cant animate a main character though 😢
Also, this video literally forced me to buy a new iPad and procreate. I mean Procreate.
i had a touch screen laptop that i could've used to make these but my sister broke it.
im stuck with a mouse for now.
im gonna try and make a game or something when i get a digetal table bc Im not really used to makeing digetal art, and im more used to drawing with a pencil and i just cant draw on a computer art- so im saving up for a digetal tablet ^^ and these tips are really help for when i do get one (if i do get one)
Something I used to do years ago when I first started out with a digital tablet was to draw a sketch using pencil and then take a photo or scan it and then draw on top of my sketch, then it will mostly about tracing what you have already done, instead of having to 'relearn drawing'. It could be a good way to start out if you find the digital aspect really annoying. With time you will get used to digital and then you will gradually start sketching digitally as well, but i found that sketching traditionally and inking'coloring digitally made the transition easier.
I love how this looks its so cute and pretty
The linus reference was so damn good XD I subscribed
Thank you Sir ❤
what pencil and size was used to draw the outline for these assets in procreate ?
It's inka for most of the assets, but the character is drawn using syrup. I tend to mostly use inka or syrup for my lineart.
@@Nonsensical2Dthanks! can i have the exact settings of the pen from the brush studio? The lines you draw look somewhat sharper then mines thats why i ask. cheers
Que increíble canal!
I noticed no difference with Linus 0:38
360 subscribers? how do you not have 1 million?
Thanks :)
before i watched this video im pretty sure this would have taken me 2 weeks because it will literally take me 2 days to draw a fckin rock for some goddamn reason
after watching this video i hope i can take far less time goddamn but this is helpful and wonderfully concise i suck at drawing trees
Quick question: How did you apply the watercolor texture.. Please and thank you... Great work btw!!!
So it depends a bit on the software you use. But overall, it is a watercolour paper texture, overlayed on top of the image, using different filter modes like color dodge, lighten, multiply until it comes through just enough to look ’watercolour-like’, there are plenty of artists that sell them online on sites like etsy, but you can also make them yourself by scanning some watercolour paper and playing around with overlaying it on top of your asset. Off the top of my head, ’calvin at drifterstudio’ sells watercolour brushes and watercolour paper for procreate, and adilson farias sells for both procreate and photoshop, but as I said, you can always make textures yourself, they are essentially just playing around with blending modes and adjusting it for you for a small fee of like 5-10dollars.
Your content is incredibly helpful. However I was trying to figure out, should I draw all of these on image on Procreate? Or should I make a separate one for each thing I’m drawing? Very new here, thanks!
in terms of optimization you might want to eventually have it in sprite sheets (one big image), but if you are just starting out i would draw everything as individual assets, because creating sprite sheets might become more complex and difficult than you want to make it at the moment and the performance gains might not even be necessary. I mostly still make individual images for each asset (you can always create one big image later on anyway). It really depends on what you are more comfortable with, my go to idea is to begin by what goes the fastest and easiest for you, and then with time you will realise if you need to adjust something. Both methods work when just starting out.
Great video, but I’m a little confused as to why you don’t hue shift your darker and lighter tones. It’s not necessarily a bad thing, and can contribute to that storybook feel, but I would be interested in hearing why you didn’t choose to use it
I think I actually do that in this scenario. but I hue shift using HSL afterwards, I think I did it this way just to better illustrate how the saturation ought to look. Normally I would both hue shift and saturation shift. I can't recall exactly why I did it this way in the video, but doing both shifts at the same time would slightly mess up the flow of the explanation.
This video was very well done and very inspiring. Thank you.
7 minutes of learning something useful.
Gj!
Another banger,
Idk what your work life looks like, but I have a couple of game concepts I'm Going into production on. I've got a pretty substantial budget already. Just looking for talent to make the vision come to life. Hit me up
Thanks for the offer but I am sadly not available for any work.
This fucking Oi 🥵😍
Never thought about vertical parallax in a '2D' side-scroller. Mind blow.
Very cool, I have always wondered how hand drawn assets were being made you cleared it up for me thank you
I didn't expect much because all the tutorials I've found were hard for begginers but this one make me feel like I could actually do it myself. Awesome video!
Very nice video
4:02 when you brush do you brush within the dark layer or lighter layer to get that look?
if you refer to the smoothing then I do it to both the lighter and darker layer.
@@Nonsensical2D yes.thx
what app did you use ?can you write the name, and is it on mobile?
I used procreate, the version I used was the ipad version of procreate using an apple pencil, there is also a version for iphones, but I haven't tried it. The app is only on iOS, so no android version exists
I just wanted to know if it is possible to draw on my mobile then add the characters to the game, Thankyou really
Are you drawing with a mouse or a drawing tablet? The lines looks very nice.
I am drawing with an iPad Pro 11 inch (2020). I sometimes draw with a drawing tablet as well, but I never really use a mouse.
@@Nonsensical2D Thank you!
Wow thanks for this because im really bad at anything with assets hahahahaha now this is my first step to practice
It's a good technique, but as I see it, it works best for side scrollers or platformers with a sort of "rough" look.
Очень полезные уроки. Спасибо! =)
I have just notice your content that help me a lot in creating my own assets for beginner, have you tried blender 2D for creating game asset, would like to know your opinion regarding Blender 2D, anyway anyhow, love your content👍very straight forward, expecting more content from your channel.
I haven't really used blender 2D, I have used some amount of 3D blender though. I'll try and look into it, thanks!
Love the tutorial but you need to slow down. Its so difficult to follow the rock tutorial with you blasting through all the buttons. Still a good tutorial.
How to auto-adjust (hand-free) lines with Krita? I would like to have auto-adjusted shapes as your at min: 1:14. Thank you.
As far as I know with krita there are only three types of this adjustment that you can do, one is to add a stabilizer to the brush tool (which smooths the line), the other is weighted smoothing which basically makes all lines stable in accordance with an angle that you set. The third is just a means to make sure you always draw straight lines, which is done by holding down alt or ctrl when drawing (can't remember which). The auto-adjust to circles, half circles and straight lines that I show at 1:14 does as far as I know only exist in procreate (which is what I'm using here), the other adjustments will probably help to make nice lines in krita, but they can be somewhat tricky to work with and you might have to toggle them on and off on a regular basis.
This is what i need for my game project, im too broke to pay artist
Why do u have 100 subs and not 100k?
What is the engine used please!
Godot
Just woah...this video gave me hope, thank you for posting this, with a little bit more research i might be able to build the assets for my game even if i know nothing about drawing.
Does anyone know what program you use to draw? I try to replicate it in photoshop but it doesn't look the same :(
I'm drawing on the ipad using procreate, but the principles work well in photoshop or other software as well, I used to use photoshop and krita for my game art and it kind of looked the same.
If I want to make a 2D house interior, will the lighting technique that you show works well? Like the light color at top then getting darker as it goes down.
I think In general it will work quite well even if it might not be perfect. There are some instances where it might look off, if you use a light source in the scene for instance. But I would say that for the most part, the technique that I showed will generally be correct and can be used in many different types of scenes with different lighting conditions, even when there 'technically' are errors, it tends to not be noticeable.
Thank you for making this! Your game looks nice!
Amazing helpfull!!! Thank you
what drawing tool did u use
the "even if you sre bad a t drawing got me", now not only can i not draw at all, i especially cannot draw with a mouse. so hopefully i can use this to draw sprutes from now on
hope it helps! I would recommend to get a tablet eventually though :)
Hi there ! Which Version of Krita you're using in this video?! bc the krita i installed looks different
I'm using procreate on the ipad in this video, i think I say it right before I mention krita. But I recommend Krita if you have a computer. I have made lots of assets in krita in the past, and everything I do here can be done there, it'll just look slightly different
Amazing video! I'm trying it out but facing some difficulties when trying to blend.
I have everything like you do on different layers but I'm unable to smudge them? How do you smudge them when they are on different layers?
same with me
can i know what brush do you use for creating lineart in this video? its so cool, if you dont mind i want to use that brush too
It’s a procreate specific brush called ’Inka’ i sometimes use another brush called ’syrup’ but that one is significantly more clean
Hello! What brush do you use for the outline?
2:39 How do use blend in Krita, which layer do you have selected when blending? All of them? I used all different blending brushesh and outcome isn't good as like you. It just very dark at bottom, very very bright at the top and everything is pretty 'pixelated' instead of smooth transitions...
I just cannot figure it out, jesus I cant even draw a simple rock
Sorry for slow answer, I think the most important aspect of getting a nice blend brush for me tends to be using a really smooth brush. As for pixellation that can be a few reasons, one is that you have too small assets, making smooth transitions will generally not look good if your resolution is closer to pixel art. If you want a smooth gradient I would also recommend making the brush size bigger than the entire asset almost, with a smaller brush size you will generally have difficulties making nice transitions. When it comes to being too dark vs too light, I think that just has to do with the base colours that you pick, try to start with colours that are significantly closer in value. Then you can always increase contrast afterwards using adjustments.
How do you have this little subscribers?? Awesome content :)
Thank you! I appreciate it :)
what brush did you use?
I think inka in this video, but I also use the syrup brush quite often for the lineart
@@Nonsensical2D Are there similar brushes in Krita?
7 Minutes, straight to the point, easy rules to follow and its looking very nice. Now thats a good video!
Very helpful thanks
Fantastic video!
do you work in unity?
I have used unity in the past, but pretty much everything on this channel has been done using godot.
@@Nonsensical2D ty for your fast respond
Thank you solo much
Can u link the 4 assets u created in this video? I would love to be able to use them please.
I might set up something for sharing this stuff in the future, but I really need to read up a bit on how to best do it, but I am hesitant to do it as of now, just because I'm not fully aware of potential ramifications. With that said, the assets are really simple so it probably wouldn't take you very long to try and draw it and following it as a tutorial.
nice tutorial
Hi thank you so much for the awesome video. Quick question, is this on a drawing tablet or using a mouse?
This is using an ipad pro with an apple pencil. Drawing tablets would give equally good results (you can get equal drawing quality by using a 60$ drawing tablet, but you would lack a display). I would say that doing this type of drawing would be extremely difficult with a mouse, you can do vector art or pixel art with a mouse, but even then I would recommend a cheap drawing tablet.
@@Nonsensical2D Thank you so much for getting back to me. Yes, it's really hard for me to draw with a mouse. I might consider the no-screen drawing tablet and take it from here.
what is the soft brush you used for the blending on procreate? I can't get nearly the same result of yours :'(
It is found under the airbrushing tab and called "Soft blend", it is in the standard kit. Making the transition smooth quickly the way I do it requires that you make the brush really large compared to the asset itself, if the size of the brush is small compared to the asset then it will be really difficult to get a nice and smooth blend. Hope it helps :)
@@Nonsensical2D thank you! you saved my day!! it works like a charm now!
This was so helpful, I have been struggling with the art for my game for a while now and this video singlehandedly made it feel possible. I know this is an old video but I've been trying to replicate this technique in photoshop and struggling. I know that photoshop isn't your forte but do you have any suggestions?
I admire the versatility and changeability you are able to achieve, the way you can use one object in many ways with different colors and continually edit, which I have had trouble with. For instance, I can't figure out how it is possible to blend the base/highlight/shadow while still keeping them changeable on separate layers in photoshop, and you also appear to be able to change the saturation/hue/darkness of your layers in Godot which I am currently unable to achieve in unity
@@fletchergunderson5283 I can't quite recall exactly how the blend brush is implemented in photoshop and if it literally cannot fade if it doesn't have anything to mix, but if you create a fade using a soft brush (either eraser or normal) and painting it in it should definitely stay on separate layers. You can achieve similar results but it might be slightly more cumbersome.
As for the unity question, it was a really long time I sat with it. In godot I can just adjust the brightness of a sprite in the inspector, I set up a layer structure so that I can adjust the entire layer at once. There are other ways that arent' that complicated like using shaders, but unity might also have a simple adjustment. I know that there are plenty of people who have had to to do it, so I would probably advice you to go onto r/unity2D on reddit and ask there, then you will get an answer tailored to the best implementation in unity :)
At 1:10, and other points, how are you flattening/smoothing your line work like that?
So that specific feature is an auto adjustment tool that only exists in procreate, but there are line stabilizers and other smoothing features in most drawing software like krita, affinity, photoshop.
Hi! Can you make a video on how to draw 2d art for spriteshapes in unity?
I can't do any video that specifically covers unity since I haven't used unity in a long time (I generally use godot)
@@Nonsensical2D okay bro
I'm from Vietnam and i love your art style 🥰
Good job 👌🏽
Thanks :)
Great video
So good!
hello friend new subscriber tell me when the downscalling upscalling to png images why my image is quality decreased
Sorry for slow answer, my computer broke so I haven't been available to answer more in depth, I don't know if you have managed it already, but if you haven't, what engine are you using and what exactly are you having problems with? are you first downscaling, then upscaling? have you checked import settings and such?
@@Nonsensical2D i have 300*300 png image when that png image(game art made in autodesk sketchbook in ipad) downscalling to 60*60, my image looks blurry,looking bad
@@Gamer-zu5ob how big is this asset in your scene? if you work in unity for instance (it is roughly similar in godot) you will have a pixels per unit measure, so it might be that you downscale this image to 60x60, but when you place it in your scene, you have it so that it occupies say 1/10th of your vertical pixels, which with a 1080p resolution would be 108 pixels and not 60, so it would have to upscale (thus look bad), if you want to avoid this, you need to know the resolution you work with, and set your PPU to match the size of your asset. Regardless if you work in unity or godot, I really liked this blogpost when I first started running into these issues: blog.unity.com/technology/choosing-the-resolution-of-your-2d-art-assets
What canvas size are u using when drawing assets? Or u use any and scale them in godot? Thanks
I answered this to another commenter so I'll paste most of my comment here: "I''d say overall it is good to work larger than necessary. You kind of know that your game will be at most 4k ( 3840 × 2160). If you expect your sprite to only cover at most 10% of your screen, then it doesn't have to be that large.
I think most of the assets here in this clip are around 500x500, except for the trees which are larger. But then if I would care about performance I would potentially import them so that they maintain the ratio of 1080p resolution, or 4k if that would be what I was going for. But when creating them, I think a good rule of thumb would be to make them twice as large as what I need them to be when in game.
One weird thing to add is that working too large can often be tricky brain-wise. Especially if you are new to drawing art. If you for instance draw a rock 4000x4000 pixels, but you only import it in game as 200x200 pixels, then it is clearly overkill. Is this a problem? It can be, what could happen is that you spend extra time fixing errors and details that would never ever be visible in game. So you would be wasting your time. And you kind of want to make sure to do as little work as possible for the best result possible.
With all that said, I don't think there is a perfect rule to follow, as long as you don't make things smaller than they need to be, because you can downscale art, but upscaling it would degrade the quality. Making it too large could be an inconvenience, making it too small could be catastrophic."
If I make assets a fraction too small or too large, I tend to scale them in godot, but I don't think you should do this if they are significantly different in size, my reason for this is because it also scales your lineart or texture. If you have an asset that is really small and has lineart with width say 1 cm, and you scale it up 3x, then your lineart will be 3cm thick, but all your other assets will still have lineart that is 1cm thick. So I think scaling issue as it relates to the look of the asset itself is big enough of an argument against scaling something more than say 1.25. that is if you scale it using transform...
@@Nonsensical2D this helps me a lot, thanks. Btw great videos
can it be done with vector art using adobe illustrator
Ye, that shouldn't be a problem, it will look a bit different of course. Do note that if you make a vector image it will generally have to be exported as a png when used in the engine. (so it will have a set resolution past that point) I don't think there are many engines that can handle vector graphics as is.
@@Nonsensical2D its a problem thanks for the tips but this comment was like 5 months ago i already changed my idea and i decided to go with an art style less complex
What engine u using?
Godot for about 3 years now. Used unity before that
Do u have any suggestion like what is the right game engine to use for creating 2d games because i have a project on my school we a task to create any 2d games :3 and yeah idk what to choose and idk how to create 2d games.@@Nonsensical2D
That's why i ended up in to your video because im trying to create my own assets.
@@jeremiepogi8013 For a school project I think Godot is probably the best choice full stop. It is really good for short projects and quite easy to get into. There is also unity and gamemaker, but gamemaker costs and I would say Godot is probably easier.
ty!!!!!!
@@Nonsensical2D
Can you place these assets in unity? What program did you use to make this game?
ohh ye that shouldn't be a problem, I used to work in unity and have quite a few assets that I still use. This was set up in Godot. If you want a really similar look and you work in Unity then I think it can be good to look into 2.5D parallax in unity, because with a purely tilemap based system you might have difficulty setting up the scene, since tilemaps are grid based you lose a bit of control with placement.
@@Nonsensical2D thank you very much
This is so great! Did you apply the watercolor texture straight in Procreate or did you do it as a post processing in the game engine?
It is added straight in procreate. You probably could do it using post-processing, but there would be slightly more work in terms of adjusting scales in regards to distance and also affect performance more. So it is added as a layer on top in the procreate file, and then the image is just exported as a png.
@@Nonsensical2D Thanks! I tried downloading an image and using blend modes/layer opacity but none seem to look like yours. Is there anything else you are dong? Or do you still have a link to the file you are using?
There are ones you can buy on etsy that look quite decent and have commercial license attached if you don't want to spend time on it (they only cost around 5$-10$ and is how I learnt how to make them). But it is going to be a mix of a few things to take note of. The first is that the texture that you have will affect the look of it, and you might even want to look at quite a few and perhaps even 'create' your own texture by stitching together several different textures, this not too necessary though.
The more vital thing is that your blending mode should probably be something such as colour burn, which will affect the saturation and contrast of your image, which means you have to lower the contrast of the underlying layer to get it to look 'right'. There will be some playing around, adjusting them back and forth. So the first initial step to getting it to work can be somewhat tricky, but once you have set a texture once, you can just repeat the process for all assets, which would be an extra minute of work on each asset or so.
@@Nonsensical2D Tnaks so much! I am currently testing Linear burn, color burn seems to hide the texture, but after what you told me I bet it will pop up when I do those steps. I also managed to get a nice texture on Unsplash which should be free for commercial if I am not mistaken, so I should be set. Thank you very much. YOur videos are unique but very specialized and helpful! You are actually making me do something, overcome fear of drawing and I am having fun on my fourth asset of the day!
What brush did you use to make the outline of the rock
It's called 'inka' in procreate, but I usually use the 'syrup' brush
@@Nonsensical2D thanks
you never made the video on staging:(
The video i was considering when making that statement is called "Beginner 2D Game Art - How to Place your Assets", it is about staging/blocking in your scene given a specific tilemap. Hope it helps :)
@@Nonsensical2D oh I see now :D