Hacer gráficos decentes para tu videojuego sin ser artista

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Hi, I'm Alva Majo, Indie game developer. So you've been doing a video game, but when it comes to doing the graphics, you're not an upscale artist like Chardin Tronic, but a beggar like Guinxu. The graphics are probably the most important when it comes to succeeding with a video game, but unfortunately not we can all afford to hire an artist. Luckily, it's possible to do a job decent and even good, without knowing how to draw too much. You just have to look at me. I've never drawn and yet I've done Majotori's graphics which, despite their simplicity, are quite successful and have a style striking. Pureya's, which are pixel art. Nothing fancy, but nice to look at. And Shipped's, that was pretty professional. Even in the field of 3D, which I will also mention in passing and to that applies a lot of the advice I'm about to give. I've also done the graphics for Majorariato Museum and the dog game scene still in development. The secret to making some graphics good and pleasant to look at is not that they are realistic, complicated to make or even if they are well drawn, but in that they have a good style. A style can be very complicated and super detailed and yet the result is far worse than a very simple, easy-to-do style. Usually the problem with games that are made without an artist is not that the developer can't draw, but the game has no style. The important thing about a style is that it looks like it's made on purpose because it's the style you wanted, not because you can't hope for anything better. If the characters are stubborn, that it's because you've chosen to make them stubborn because it looks better. Not that you've grown big heads because you don't know how to draw proportions well. In fact, bad drawing can be a style. If you do it on purpose and with some sense aesthetic, you can make drawings that look like they're imitating how a young child draws instead to look like a little kid who can't draw. For example, we have the game Baba is you, a game that looks like it was made with paint by someone who can't draw, but you can tell it's made on purpose and with taste. The result is nice. It looks good and gives it a unique look. The dog game has a similar style too, with poorly drawn lines, as if drawn by a small child. But it's not like I tried to draw lines I wanted them not to go straight. And I've chosen how defective they have to be. And at what points to make the result beautiful. An example in 3D could be Minecraft, where everything is made of cubes and the textures have a very low resolution. The result is not that beautiful, but it's good enough and gives you a unique style that allows you differentiate it instantly from any other game. Careful, because it's not worth drawing badly and saying you did it on purpose and that's it. This is something that happened to me with the cinematics of Pureya, that cause I couldn't draw Well enough, I drew everything a little worse to try that looked like it was pretty much the style I was looking for. But the reality is that I wasn't doing any better because it didn't come out and the result was a mess, so I'll have to do it again. What defines a style is the coherence that is achieved with certain rules aesthetics that make all the elements visually harmonious rather than a pastiche of things that don't fit. Everything should have a similar drawing quality, a similar amount of detail, similar proportions and be drawn with the same technique. But the important thing is that the base is good, because if you choose an ugly style, even if it has coherence and everything the game is just as ugly, because it's still ugly. In the end, this is the problem of the games without an artist or with a novice artist who either does not a style or the style chosen is a little bad and you can tell it's very amateur. And that often happens because they don't realize it. They have poor judgment and they feel which is pretty good, but it's not really. In that case, you can't really to do a lot because judgment comes with experience. The most you can do is try not to to convince yourself that style is better than it is. But often the problem is not just a lack of judgment, but to try to pursue a style that's out of your league. And that's something you can fix. In the end, the question is to choose a good base style if you're not good at drawing people. Maybe you should make a game without people or stylize the way you that you draw them in some way that makes them look nice. That's why if you can't draw well, you should start by choosing a style simple, because the simpler it is, the easier it is to draw. Above all, stay away from realistic styles, because that way you'll be able to do a good job. The key to a simple style is to avoid all unnecessary details. If you want to draw a tree, maybe instead of doing the leaves and the roots, you just need a couple of circles and a stick and the result is better. This is what I did with Majotori. I don't know how to draw much and I had to draw hundreds of illustrations, so I had to be able to do each one in five minutes instead of two hours, because otherwise, the game would never be over. All Majotori's drawings are made with straight lines. On the one hand because it gives you a style characteristic and on the other hand because it is much easier to draw. A character's arm, instead of being a series of well-placed, proportionate curves, are four lines that don't need too much precision to look good. Also, in most scenes the bodies of the characters don't have any details. They're just a block with no arms or legs because they don't need it, in the scenes in which you need them, I did draw them. But also in a very simple way to maintain consistency. Actually, the greatest merit of Majotori's charts is that the proportions and perspective are well enough made and that's something that separates him from a fanart done without much thought. If you have to choose to practice something of drawing, let it be the proportions of a human body. It's long what makes the most difference to a drawing that's done so on the advice of one who is trying to be better than he is. You don't even need to practice for many hours to get a good enough idea close to how the proportions work. Also, if you have a choice, choose a chibi or cartoon style. Why? First, because it's much easier to draw a small, compact character rather than a tall one. Because you need less detail. And secondly, because it's easier to do that unrealistic proportions look good as part of the style. A small, stubborn character looks a lot better than a tall, stubborn one. Another important point that gives away the rookies is the colors, because just as drawing is an art, coloring is another art. In general, it flees from the degraded or of the fuzzy ones because the result is going to be horrible. Limit yourself to very simple colors, planes or textures. This is something newcomers usually do to try to give it more detail or realism. A drawing puts a gradient in her hair and clothes, tries to put little wrinkles and faded shadows and the result is a garbage. If instead they had limited to use flat colors, it wouldn't have taken them much less work, but the result would be much nicer. This is not limited to the characters, but also to the stage. Make the grass flat green, perhaps with some simple detail, is easier and looks better than trying to make a realistic grass texture which will then fit less well with the textures of the other surfaces why you're doing things without knowing. It's the same with the pixel art. If you want to make a wooden box using flat colors and maybe some detail solid is going to look a lot better than trying to make a realistic texture of wood that in the end is left filthy and dirty. Another thing you can do to get a signature style is to limit the color palette to a few, like games like Downwell, Super Hot or even do it in black and white like a Roboto cat. Let's talk about drawing techniques now. The ones that suit you best will be pixel, art or vectors. Pixel art consists of drawing with pixels, which are basically little squares. This is a style widely used by Indie developers because you don't have to have a good line and by having a very low resolution it's easier to draw anything. This is the style I use in purity because I need to draw a lot of things that I can't draw well if I do with normal strokes but drawing it with little squares it's much easier and it looks better. You can make Pixel Art with practically any drawing program, but there are also several options, some free and some paid specifically for drawing. Aseprite is one of the most popular and costs only $15. On the other hand, we have the vector drawing, which is more like the normal drawing, only instead of drawing the lines in a pulse, you do them with vectors. The great advantage of drawing like this is that the vectors can change them at any time. So instead of having to do good sketches, you can go around fixing every line until it looks good and then you export it as a normal drawing. That's how I did the Shipped characters. If you give me a paper and pencil and ask me to draw you one, the result will be pitiful. But if I can modify each line until it looks good, I can get something pretty professional. Another trick I used to draw well the proportions of the characters is to make a template with a character made and use it as a base to do the poses as if it were a doll. Then he would draw the arms and legs complete with hair and clothes. It's so much easier that way and everyone the characters had exactly the same proportions. Basically, I only had to draw one character well and all the others I could to do easily from that one. To do vector drawing I use Inkscape, which is a free program. Finally, in the field of 3D we also have several techniques. One of them is the Low Poly, which consists of making models with very few polygons and usually textures flat or simple, which is infinitely easier and fast than making a detailed and professional model. Another technique is to save directly modeling and using 2D elements in 3D environments, as we were doing with the game of dogs, where there is no proper modeling said and all are flat drawings placed in 3D. But you can also combine both and have 2D characters in a 3D scenario. Finally, there is the option of using "voxeles" or voxels that are like pixels but in 3D and in the same way you build the objects from coloured cubes. I've never used them yet, but Hey nau is actually making his Project slide game with voxels. So if you go to his channel you can watch it in more detail and maybe someday he'll upload a video explaining how he does it. Wink wink. To make models with voxels you can use the free program Magica Voxel. In short, don't try to make realistic graphics. Look for a simple style that looks good and that you're able to make and use flat colors. When in doubt, here's one last trick that can save you in any situation. Two black dots and a curve in the middle. That's it. Put that on everything and you've got a style that everyone will like. And if you want to be even more stylish, subscribe to the channel and we'll see you this week coming up. And now to have the best style in all of YouTube. I freeze the last frame and lengthen the video 20 seconds more to reach 10 minutes for maximum monetization. Mhm, I can't even get there, but we'll do something else. Kony, I'm 10 seconds away from 10 minutes. Can you teach us something exclusive to the dog game? Please.
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Channel: Alva Majo
Views: 563,255
Rating: undefined out of 5
Keywords: graficos para videojuegos, hacer graficos, dibujar sin saber, videojuego sin artista, estilo para videojuego, consejos para dibujar, pixel art, dibujo vectorial, dibujar con vectores
Id: pWIqmd7F36Q
Channel Id: undefined
Length: 10min 2sec (602 seconds)
Published: Wed Aug 28 2019
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