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what software is this?
ОтветитьThis is actually really helpful for pixel art in general, not just animation-
ОтветитьSo is subpixeling in any way related to shading and depth?
ОтветитьThis made so muvh sense now i will forget most of it in like an hour but still
ОтветитьMy undivided attention to this lecture has been stolen by the allure of ChickenWater
ОтветитьI think you explained it very well.
ОтветитьNice video! Great anim tips
Ответитьi dint even do pixelart but this video ooked interesting and it was
ОтветитьHey i looooved this video, thanks for inspiring me, i'm opening aseprite right now to draw 🤣
By the way: what was the duration (milliseconds) of the frames of the eevees animation? i'd love to know 🙇♂🙇♂💟
Subpixels are red, green and blue, e.g. as used by Microsoft ClearType. It's not just regular old antialiasing. I don't think I've ever seen subpixel-based antialiasing used outside of text rendering.
ОтветитьI had a totally different idea for what sub pixeling meant when I clicked and now I have an insane new appreciation for pixel animations
ОтветитьMan I love pix el!
ОтветитьThis is a very good video. You did a good job explaining this!
ОтветитьYou explained and demonstrated that quite well, but when I think of the term "subpixel" I think of "smaller than a pixel," meanwhile this appears to be, as you said, more of blending. Or color transitioning. I ain't no big city artist, but "subpixel animation" gave me very different expectations.
Ответитьan old pokémon game remake with these lively sprites would be incredible
ОтветитьAs hobby pixel artist this is a great video for me to watch, because although I already did this to an extent before, it helps to have a name and understand how it functions in a more technical way.
ОтветитьAlso, subpixels in gameplay are a result of a coordinate being able to have a value between 2 pixels, or more accurate between 2 predetermined columns and rows on the grid. To not draw something like that, games like celeste use a simple function like floor(x) to make it display on a normal pixel
ОтветитьYou can actually go even deeper into it, like we do in Typography. Since letters onscreen are very thin and small, you have to use Sub-Pixel-Rendering to make it look smooth. Every individual pixel is always made up of three lights in the order "RGB", usually arranged from left to right. We can abuse that to basically get triple the resolution per horizontal pixel.
For example, if I wanted a pixel that is not sitting exactly on the pixel grid, I can turn off the subpixel on one side, and add it to the other side of the line. That way i can shift it by 1/3 of a pixel horizontally. Naturally the sides get color shifted slightly because the subpixels are only a single color.
I wonder if you can use this in animation aswell somehow. It relies on the hardware of the screen though.