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>> No.3285548 [View]
File: 46 KB, 640x400, d25.gif [View same] [iqdb] [saucenao] [google]
3285548

>>3284928
No. I didn't make that image, but as far as I know, this is how it works:
The left image is the raw image data. Like, when you look at a sprite sheet. That's the actual picture data.
The right image is that image output by a crt. The interlacing blurs the image and bleeds the colors to create the illusion of a smooth image. There's nothing odd going on, it's just technical mastery of a particular medium and how it reacts to different outputs. I posted it because of the intent of the artist. The left image looks like a grainy mess, despite being what he literally drew. He knew it would be seen on a crt that would warp his original image and planned around that.
In other words, some pixel art is intended to be seen in a particular way.

>>3285507
Pixeljoint's obsession with color count is silly, but there is logic behind it. When you're working at a small resolution, adding tons of colors can easily turn your drawing into a mess. Really, this applies to any visual medium, but especially with pixel art. When you're working with a handful of pixels, each pixel must be carefully placed, because each one can change your image drastically. Compare the surface area of one pixel in a 16x16 pixel sized sprite vs one pixel in a 3000+ pixel sized painting. One errant line can be easily ignored on a painting canvas, but that same line would stick out like a sore thumb on a small sprite.
Basically, you need to be economical with low res art, because you have such little room to work with and the less colors you use, the more clarity you end up with. Simplicity is very important, because you have such little room to add detail, so any detail you DO add has to count.
This post was pretty ramble-y, but I hope it rationalizes Pixeljoint's thought process a bit. For the record, I don't think there is a hard and fast rule for color counts. But if you're a beginner, you definitely want to start simple and work your way up.

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