As a pixel artist, I struggle sometimes with making things consistent
between several pieces. I love experimenting with different size of
canvases, palettes and the likes, but sometimes a project requires you
to keep certain rules consistent because you need every piece to look
like it belongs with the rest. That was the case for me, planning to
create different potions for my twitch banners. For that purpose, I’ve
done a seventh piece that’s not used by any panel, exclusive for this
post (until I have a need for it!):
The
style of banners that I was aiming for was like this. I could have
designed one flask and change its color or even nothing at all, but… I
like to overcomplicate myself:
I
will admit, I started that flask in the banner with no plan, just dots,
lines, vibes. I added as many details as I thought relevant and just
had fun with it. But I decided that I would need to keep some sort of
consistency for other pieces.
And that’s when I basically started doing the rest in the same way.
I
started copying and pasting my neck of the bottle, because I wanted
that to be consistent in all the pieces. I also wanted all of them to
have the same height and width, and to be symmetrical. So guidelines for
those proportions were really useful. I used other layer for these
guidelines, which is extremely useful for revisiting this project back.
Believe me, I thanked my past me for saving me this tedious work.
Most
of the times, I don’t even know which kind of shape I’m doing. I just
make my line and let the shape inform me. I’m not trying to make them
look like a potion for a specific purpose, so if it looks nice, it goes.
I work on one side. The symmetry condition is perfect for this, so I
don’t have to worry about half of the image. Working smarter, not
harder!
Next
up, I add structural elements, in this case, the columns and the holes
in the middle. I still use the guidelines to ensure they’re also
symmetrical, but at this stage, I don’t care about shading. I also go
with a general shape of the lower part of the bottle. In this case, I
decided to make it quite narrow, so I don’t expect this particular flask
to stand on its own. But this is fantasy, anyways!
Next
step is basically rendering the bottom, which is empty. I kept it
symmetrical, which is just a choice as any other because it makes no
sense. This piece doesn’t have a cohesive light source, I know that, but
I roll with it, and if I hadn’t told you, you wouldn’t be the wiser.
Sometimes, simplifications comes to this: just roll with stuff and let
the end result be pretty anyways.
I also started deciding where
the liquid would be, understanding that the glass has a certain
thickness, and even when refraction and reflection makes it look like
it’s full, you can see some spots apparently empty. Specially at the
bottom and around sharp shapes.
Then,
I start shading the glass around with… basically not much order. I tend
to put my light source in the top left of the picture instinctively, so
I tend to go harder on the shados in the opposite side, but I also
don’t leave so many places with a long string of the same shade of the
glass to give it variation and the feel that the liquid interacts with
it.
And yes. Bucket of paint tool for the interior. That’s me, I
won’t deny it. From here on, we only have to render the liquid to make
it look a bit more… liquid!
It’s
quite self-descriptive. I added big blobs of white and the light shade
to represent light spots and the darker shade to make shadows on the
liquid. I love adding random blobs in the bottom to represent all the
light sources bouncing around on the whole glass and creating shadows
down there. I also include shines in big spots and close to the edge but
not touching it explicitly. Shadows go in the opposite sides and help
round (hah, geddit) the harmony and shape.
I also add the dark
shade to the top, to signify the level of the liquid. You noticed I left
a bit of extra height to the sides of that, that’s how several liquids
act. Explaining why and how is way out of the scope of this post (but
it’s surface tension, it’s always surface tension) so I encourage you to
look for references. Which is something I’m not stressing enough, even
when my depiction is really simplified, it’s informed by references and
knowledge of how items interact. That will help the eye that looks past
one second to your piece.
My
final step here is to add bubbles. I tend to go with 4x4 squares
without the corners to represent circles, and 3x3 squares on its
diagonal. But also, I love breaking this shape, filling parts in, that
would give it a bit of movement to the light and bubbles. It just helps
break the space and give it a bit more of interest, for me.
So
that’s the process for this particular set. Of course, you can go in
whichever order and with whichever restrictions you want or need. I
haven’t mentioned the colour palette, for example, which is something
that I also keep consistent for branding purposes.
Not every
series of art pieces is the same, not everyone will need the same
treatment, but you should establish some guidelines of what you want to
keep consistent, what you need to change and how to make your process go
well for you. I started experimenting doing the first piece and it took
close to three hours. Now, with the process streamlined, that potion of
the tutorial took one hour. Including taking pictures of the process!
I
don’t really have more insight than this, I am quite a novice at this
size of canvas and to be honest, I’m experimenting more lately than ever
in pixela rt, so my input might not be the professional help you
require. At least I hope you took something you can apply to your own
process in any kind and not be afraid of just messing around and having
fun: you might discover something you really like to do!