Isometric pixel art

      Games    Pixelart    Tutorials    Shop    Links    Contact GAS 13    
Author: Gunstar Red

Part 5: Light Sources and Colours

1: A lot of comic style pixelart uses a black outlines. Lets create a lightsourced cube as used in the prevous sections. We start with a cube created using a solid black outline.

2: Choosing our lightsource from top left pointing downwards onto out cube. Then paint the forward facing face blue, choose a lighter blue for the top where the light is strongest and a dark blue for the left hand face which receives the least amount of light.

3. Our cube is now looking more like a 3d cube but there's still a few things we can do to make it look even cooler. Because we do not need a black outline on every edge we can highlight the forward edges (those contained within the shape) to give a very nice effect. Choose a shade even lighter that the top face of our cube and colour the lines that make the inside edges of our cube as pictured above.

4. As a nice finishing touch choose a pure white colour and put a few pixels on the front facing corner, this give a shiny effect to our shape.


Author of this page had got the permission to host this tutorial here. To have this tutorial on your page you must seek permission from it's author.

  Photoshop tutorial pixel menu
Pixel menu
Pixelart tutorial
Pixelart tutorial antialiasing
Pixelart tutorial
  isometric pixelart tutorial
Isometric pixelart
Pixelart tutorial
so you want to be a pixel artist
So you want to...
Pixelart tutorial
  pixel face
Pixel face
Pixelart tutorial
animating water photoshop tutorial
Pixelart tutorial
  isometric pool tutorial
Isometric pool
Pixelart tutorial
Photoshop art tutorial
Art tutorial
Photoshop tutorial
  Photoshop tutorial drawing from a reference photo
Photoshop tutorial
Photoshop tutorial drawing human hair
Human hair
Photoshop tutorial
  Photoshop tutorial drawing human hair
Human updo hair
Photoshop tutorial
Photoshop tutorial drawing human eye
Human eye
Photoshop tutorial

Were this tutorials helpful? Please consider donating a few dollars to keep this site alive.

(c) 1997-2016 Alexey Garkushin