English: Pixel art balls (spheres or marbles etc.)
featuring advanced techniques in 2 bits:
dithering, antialiasing, masks/outlines.
Size: 24x24 (=3x3 blocks of 8x8 pixels).
Neat spheres challenge the pixel artist.
Top row, full list of cumulative changes:
#1: common/flawed ball design [original];
#2: removed some noise (isolated pixels);
#3: fixed the outline (aliasing and gap);
#4: fixed the reflection (aliasing only);
#5: removed outer half of this dithering;
#6: removed inner half of this dithering;
#7: corrected the outer and focal lights;
#8: added inner dithering (strict order);
#9: added outer dithering (strict order);
#10: added extra outer dithering (ditto);
#11: corrected the strict order (dither);
#12: degraded both reflections (dithers);
#13: added a few glints (dithered there);
#14: fine-tuned/contrasted glows [final].
Bottom row, animated as Gif if available,
featuring two kinds of outlines as masks:
simulated gray on left (ani. white dots);
plain white on right (static & portable).
These couples help cut any B/W background
(B+W & W+B are complementary approaches).
The standard method is seen on the right;
the advanced method I suggest on the left
employs 104 frames here (via 8x8 blocks).
A simple white ouline is solid & aliased;
this tricky one is dotted, even embedded,
as in a box selection in a bitmap editor.
The rows test the contrasts, even the AA,
in pairs (from row 2 till B): without and
with external outline (even and odd rows)
- the last column shows a few tweaks, and
the color of this outline varies greatly.
This fairly features a set of mixed masks
that can alleviate B/W background issues.
The antialiased and dithered outlines are
advanced pixel art and design techniques,
when dealing typically with 1-bit images.
The row C (black BG) is 1-bit and a half,
i.e. including the gray external outline.
Various sphere textures build the columns
(top row excepted, see the how-to above):
#1 till 13 got tricky oulines, unlike 14.
They feature several concepts and styles:
varying glass effects (specular, envir.);
varying thicknesses in the black outline;
varying dithering techniques (hard ones);
varying dot scattering, even gray colors;
while the lighting remains the same (NW).
The cast shadows can quite fit this look.
2014
2017
dpla
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