2D Game Artist: Design Pixel Art From Scratch
4.6 (1,146 ratings)
Course Ratings are calculated from individual students’ ratings and a variety of other signals, like age of rating and reliability, to ensure that they reflect course quality fairly and accurately.
10,542 students enrolled

2D Game Artist: Design Pixel Art From Scratch

Make 2D Art for Video Games Using GIMP. Master GIMP's interface & Create Greate 2D Art From Scratch
Bestseller
4.6 (1,146 ratings)
Course Ratings are calculated from individual students’ ratings and a variety of other signals, like age of rating and reliability, to ensure that they reflect course quality fairly and accurately.
10,542 students enrolled
Last updated 4/2020
English
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This course includes
  • 18.5 hours on-demand video
  • 2 articles
  • 4 downloadable resources
  • Full lifetime access
  • Access on mobile and TV
  • Certificate of Completion
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What you'll learn
  • Master GIMP's powerful interface
  • Convey meaning through shape and colour
  • Use GIMPs fundamental drawing tools
  • Work with layers for complex images
  • Create gradients, drop shadows and reflections
  • Organise and professionally export your work.
  • Work to a specification like a pro
  • Create pixel art assets for your games
  • Create your own character
  • Becoming a digital artist
Course content
Expand all 103 lectures 18:25:09
+ Emotion Icons - Get Creative At 8x8 Pixels
11 lectures 01:35:04

Michael and Ben welcome you to the course

Preview 02:03

Getting GIMP Installed

  • Get GIMP From https://www.gimp.org/
  • Install GIMP

(Unique Video Reference: 3_EI_GMP)

Getting GIMP Installed
03:19

Getting Comfortable In GIMP

  •  The Spilt Interface
  • Dockable Dialogues
  • Tabs
  • Rearranging the interface
  • Resetting the View
  • Challenge: Rebuild Your Workspace

(Unique Video Reference: 6_EI_GMP )

Getting Comfortable In GIMP
16:50

Black And White Outlines

  • Creating a new image
  • Zooming
  • The Tool Box
  • Modifying your tool using Tool Options
  • Introducing the pencil tool
  • Using the foreground and background colour
  • Saving your work
  • Challenge: 3 Monochrome Images

(Unique Video Reference: 7_EI_GMP)

Black And White Outlines
13:45

An Outline Story

  • Filling in the background colour
  • Challenge: Create 3 8x8 images

(Unique Video Reference: 7b_EI_GMP)


An Outline Story
11:24

Exporting Your Work

  • What is your image destination?
  • 8x8 is too small for sharing
  • To resample or not to resample
  • Issues with auto upscaling and resampling
  • Workflow for exporting 8x8 in a larger format
  • Our first add-on: BIMP: https://alessandrofrancesconi.it/projects/bimp/
  • Challenge: Export and share your work

(Unique Video Reference: 8_EI_GMP)

Exporting Your Work
12:54

Introduction To Value

  • Understanding and using value
  • Challenge: 3-5 Grayscale Images

(Unique Video Reference: 9_EI_GMP)

Introduction To Value
11:26

 A Splash Of Colour

  • Hue: another word for colour
  • Saturation: how much of that colour there is
  • How to pick colour
  • Challenge: A Splash Of Colour

https://en.wikipedia.org/wiki/HSL_and_HSV
https://en.wikipedia.org/wiki/Color_theory

(Unique Video Reference: 10_EI_GMP)

Preview 13:11

A quick quiz to make sure you are ready to go!

Quiz 1
6 questions
  • Use the Udemy Q&A against specific lectures for questions
  • Please Mark Top Answer once resolved, thanks
  • When asking questions help others reproduce your problem
  • Use our discussions forum for sharing your work.

(Unique Video Reference: 4_EI_GMP)

How To Share & Ask Questions
02:19

Using GIMP At High Resolutions

  • Skip if you can see your icons OK
  • For 1440p and higher resolutions
Three main options
  • Lower your resolution
  • Different Themes, designed for HiDPI
  • Edit the registry:
  • http://www.danantonielli.com/adobe-app-scaling-on-high-dpi-displays-fix/

(Unique Video Reference: 5_EI_GMP)

Using GIMP At High Resolutions
06:36

Section 1 Wrap Up - Congratulations! 

  • Congratulations on your first section! 
  • You've made real things, humble beginnings 
  • We'll ask you to come back and improve later 
  • Please SHARE your set on the forum 
  • We'll occasionally upload the best as emoticons. 

(Unique Video Reference: 12_EI_GMP)

Section 1 Wrap Up - Congratulations!
01:17
+ Game Icons - Creating 32x32 Pixel Art
23 lectures 04:11:04

 Section 2 Introduction

  • Well done starting section 2
  • Going from 64 to 1024 pixels!
  • New topics: Work to spec, transparency, consistency
  • New tools: layers, gradient fill, selection
  • Be Able to work from a Spec
  • Produce in-game icons for inventory or abilities
  • Get on the App Store with an icon like Terraria

(Unique Video Reference: 1_GI_GMP)

Section 2 Introduction
01:13

Working To A Specification

Getting A Tight Spec
  • Generating your own spec
  • Make consistent icons within your game
  • Understanding how some choices naturally change others
  • Really good resources
  • Google & Apple
Binary Choices
  • Looks real, or is iconised
  • 3D or 2D in appearance
  • Transparency- are parts of image see through?
  • Shading- flat shading through to ‘realistic’
  • Square Edged, rounded square, circular etc.
  • Axis of Symmetry / Mirroring
Breaking Your Rules
  • Rules are meant to be broken?
  • Break little things whilst keeping to the idea of the rule
  • Slipping too far from your specification will lead to inconsistency
  • Consistency is important with a collection.

(Unique Video Reference: 2_GI_GMP)

Working To A Specification
09:44

Drawing Straight Lines

  • How to draw a straight line in GIMP

(Unique Video Reference: 1a_GI_GMP)

Drawing Straight Lines
06:53

Introduction To Layers And Alpha

  • Layers enable a non-destructive workflow
  • Creating a new layer
  • Layer ordering
  • Layer opacity
  • Understanding the arrangement is important

(Unique Video Reference: 3_GI_GMP)

Introduction To Layers And Alpha
17:57

Using The Eraser

  • Reverting a GIMP file
  • Brush type and hardness
  • Hard edge

(Unique Video Reference: 4_GI_GMP)

Using The Eraser
13:29

Using Pallets For Consistency

  • What is a Palette?
  • Adding palettes to our work space
  • Viewing and editing a palettes
  • Creating a palette of your very own

(Unique Video Reference: 5_GI_GMP)

Using Pallets For Consistency
14:23

Using The Paintbrush And Airbrush

  • There are 9 brush tools
  • Pencil, Paint Brush and Airbrush are very similar
  • Quick colour picker and straight lines
  • Overview of the tool options

(Unique Video Reference: 6_GI_GMP)

Using The Paintbrush And Airbrush
17:19

Quickly Selecting An Existing Colour

  • Introducing the Color Picker Tool
  • Only active layer vs sample merged
  • Selection methods
  • Using CTRL with other brush tools has persistent settings

(Unique Video Reference: 6a_GI_GMP)

Quickly Selecting An Existing Colour
08:33

Filling An Area With One Colour

  • Bucket Tool
  • Switching between FG and BG Colour
  • Pattern Fill
  • Affected area
  • Threshold
  • Affected area
  • How it is used with transparency
  • Filling based on other layers
  • Challenge

(Unique Video Reference: 7_GI_GMP)

Filling An Area With One Colour
20:00

Using The Selection Tools

  • What is selecting?
  • 7 different selection tools!
  • Focus on: Fuzzy and By Colour
  • Selection modifiers
  • Inverting selection
  • Other tool options
  • Moving your selection
  • Challenge

(Unique Video Reference: 8_GI_GMP)

Using The Selection Tools
19:05

Shading With Gradients

  • Blend Tool (Gradient Fill)
  • Presets and the gradient tab
  • Shape
  • Repeating
  • Offset
  • Dithering and adaptive supersampling
  • Making your own gradient
  • Challenge

(Unique Video Reference: 9_GI_GMP)

Preview 14:58

In this quiz we'll test your knowledge up to this point to help ensure you understand the key concepts covered in the course.

Quiz 2
9 questions

Moving Images And Layers

  • Moving Layers
  • Linking Layers
  • Layer Transforms

(Unique Video Reference: 9a_GI_GMP)

Moving Images And Layers
09:08
  • Use the skills you have just learn to create a new game icon
  • Consider moving your layers to re-compose an image
  • Link layers when necessary
  • Share with us your new game icon

(Unique Video Reference: 9b_GI_GMP)

Rearranging an Image
04:14

Modifying Your Selections

  • Rectangle select and ellipse select
  • Shrink, Grow and Border

(Unique Video Reference: 10_GI_GMP)

Modifying Your Selections
11:14

Using Selection Modifiers

  • Create 4 new 32x32 images

  • Use the selection modifiers in each one

  • In one of your images use shrink selection

  • In another use grow selection

  • For the 3rd image use border selection

  • The final image use whatever you like

  • Share at 64x64!

(Unique Video Reference: 11_GI_GMP)

Using Selection Modifiers
12:15

Combining Multiple Images

  • Dragging and dropping one image to another

  • Opening other images as layers

  • Layers can be different sizes than the canvas

(Unique Video Reference: 12a_GI_GMP)

Combining Multiple Images
11:11

Making A Composite Image

  • Bring together 2 Or more images into one new image
  • Share your work with us!

(Unique Video Reference: 12b_GI_GMP)

Making A Composite Image
07:41

Moving Selections

  • Sections can be used like stencils
  • Similar to moving layers
  • Growing and shinking selections

(Unique Video Reference: 13a_GI_GMP)

Moving Selections
09:03

Drop Shadows And Reflections

  • Make a drop shadow for one of your icons
  • Make a silhouette of one of your icons
  • Try making a reflection
  • Think of other uses for your selections
  • Share your work!

(Unique Video Reference: 13b_GI_GMP)

Drop Shadows and Reflections
11:46

Floating Selections

  • Cause of frustration in GIMP
  • Why float a selection- Often another layer is used.
  • See a floating select as a "temporary layer"
  • Floating a selection manually
  • Some actions create floating selections automatically
  • You cannot perform actions on other layers whilst a layer is floating
  • Anchoring the floating selection.

(Unique Video Reference: 14a_GI_GMP)

Floating Selections
08:10

Keeping Yourself Organised

  • This is an ideology that doesn't have a right answer
  • Naming will depend on Project, Team and many other factors
  • Naming Layers as you create them
  • Keeping your folders tidy
  • Be open and expecting of change as you progress
  • When working in a group accept that naming and filing will often be group focused rather than personal
  • Embrace deleting old and out of date work

(Unique Video Reference: 15_GI_GMP)

Keeping Yourself Organised
12:11

Creating A Game HUD

  • Open up the Bottom HUD from your resources
  • Pick your chosen from the ability inspiration table
  • Assemble your HUD and share!

  • Optional: Edit ours or make your own HUD
  • Optional: Invent your own abilities

(Unique Video Reference: 16_GI_GMP)

Creating A Game HUD
08:47

In this quiz we'll test your knowledge up to this point to help ensure you understand the key concepts covered in the course.

Quiz 3
5 questions

Section 2 Wrap Up

  • Well done!
  • Got to grips with many of the basic brush tools 
  • You have mastered the basics of Pixel Art 

Challenges: larger composite images, improve your emoticons, offer to help community.

(Unique Video Reference: 99_GI_GMP)

Section 2 Wrap Up
01:50
+ Animated Sprites
29 lectures 05:13:09
  • Michael Introduces what it coming up in Section 3
- Section 3 Introduction
01:54

What Is Animation

  • Animation is an illusion of motion
  • Images are our Frames
  • The images are shown to us at a regular interval, called frames per second.
What is Animation
04:21
  • Layer Order
  • Previewing the animation
  • Exporting as a GIF

(Unique Video Reference: 3_AS_GMP)

Setting Up Gimp For Animation
12:32

Deciding On Frame Rate

  • Direct impact on output

  • Yes can be changed later and in game

  • Higher FPS means inserting frames, lowers means cutting them to keep the same animation.

(Unique Video Reference:  4_AS_GMP)

Deciding On Frame Rate
17:55

Layer Animation Parameters

Different Layer Options

  • (ms) eg (100ms) : Time that the frame will be showed for.

  • (combine) : Mixes the current frame with the one before it- useful with alpha layers

  • (replace) Replaces the previous frame regardless of any layers having an alpha layer

Note, the order matters as do the brackets and spacing
Recommended Example:  LayerName (100ms)(replace)

(Unique Video Reference: 5_AS_GMP)

Layer Animation Parameters
12:43

Layer Boundaries

  • Controlling and optimising layer boundaries

(Unique Video Reference: 6_AS_GMP)

Layer Boundaries
13:19

Squash And Stretch

  • We won’t cover them all in this section.

  • Recommended book: Disney Animation: The Illusion of Life

  • Start with squash and stretch and apply that to an animation.

(Unique Video Reference: 7_AS_GMP)

Squash And Stretch
12:41

Making a Bouncing Ball

  • Create a 2 second animation, at 10fps.

  • Ball falling off a ledge and hitting the ground

(Unique Video Reference: 8_AS_GMP)

Making a Bouncing Ball
17:24

Multi Layer Images And Animation

  • You can have a layered animation by using Layer Groups
  • Layer Groups respect previous layer visibilities
Multi Layer Images And Animation
13:11

Straight Ahead And Pose To Pose

  • Neither of these techniques are exclusive, mixing them is fine.
  • Picking the appropriate one can be a huge time saver

Straight Ahead

  • Very goof for unpredictable animation like flames water and smoke
  • Works because it requires the previous frame for the current one

Pose To Pose

  • Gives the most control
  • Get a good idea of the whole scene early on, catching any issues
  • Helps keep consistency throughout an animation
  • Your character or object ends up in the right place
Straight Ahead And Pose To Pose
09:24

GIFs And Layer Groups

  • How to organise layer groups so that your animations can be layered

  • Workflow ideas to speed up multi-layer animations

Ref: 11_AS_GMP

GIFs And Layer Groups
15:38

Slow In And Out

  • How to make animation seem less robotic and more natural
  • Techniques for creating more convincing movement
Slow In And Out
13:11

Two Different Feeling Animations

  • Steady vs Fast
Two Different Feeling Animations
15:26
Quiz 3
9 questions

Colour Change Over Time

  • Smudge Tool

  • Workflow thoughts

  • Using Opacity

  • Preventing out of memory errors

Ref: 14_AS_GMP

Colour Change Over Time
16:30

Making An Animated Sunset

  • Creating An Animated Sunset
Making An Animated Sunset
16:19

What Is A Sprite?

  • Sprite: an image that’s integrated into a larger scene
  • Sprite sheet: many of sprites combined in one image
  • Typically associated with 2D animations and GUI elements.
  • A “texture atlas” is essentially the same thing but has a different use

What Is Power Of Two?

  • Talking specifically about the pixel x pixel size
  • In brief 2^n, where n is a positive integer
  • Typical ranges in graphics are from 2^0 or 1px to 2^12 which is 4096px
  • The X and Y dimensions can be different
  • Usually not necessary, but recommended to prevent uncontrolled blurring or border issues
  • Not Power Of Two is referred to as NPOT

Packing Sprites

  • Go for ease of use and organisation rather than all optimisation.
  • How is your sprite sheet is going to be read?
  • Know your target platform’s maximum texture size
  • Recommend no larger than 2048 x 2048 in general
  • Avoid mixing different sprite sizes

Aligning Your Work

  • Power of two image/sprite isn’t necessary.
  • Be aware that NPOT sprites can bleed into one another and have border issues
  • Consider packing sprites into POT cells or with extra padding
  • For sanity recommend sticking with POT sprites and sprite sheets, then everything fits in properly!

(Unique Video Reference: 16_AS_GMP)

What Is A Sprite Sheet
17:35

What Is A Sprite?

  • Sprite: an image that’s integrated into a larger scene

  • Sprite sheet: many of sprites combined in one image

  • Typically associated with 2D animations and GUI elements.

  • A “texture atlas” is essentially the same thing but has a different use

What Is Power Of Two?

  • Talking specifically about the pixel x pixel size

  • In brief 2^n, where n is a positive integer

  • Typical ranges in graphics are from 2^0 or 1px to 2^12 which is 4096px

  • The X and Y dimensions can be different

  • Usually not necessary, but recommended to prevent uncontrolled blurring or border issues

  • Not Power Of Two is referred to as NPOT

Packing Sprites

  • Go for ease of use and organisation rather than all optimisation.

  • How is your sprite sheet is going to be read?

  • Know your target platform’s maximum texture size

  • Recommend no larger than 2048 x 2048 in general

  • Avoid mixing different sprite sizes

Aligning Your Work

  • Power of two image/sprite isn’t necessary.

  • Be aware that NPOT sprites can bleed into one another and have border issues

  • Consider packing sprites into POT cells or with extra padding

  • For sanity recommend sticking with POT sprites and sprite sheets, then everything fits in properly!

(Unique Video Reference: 17_AS_GMP)

Creating A Basic Sprite Sheet
09:24

What Is Your Output?

  • Think of your output first, that filters back to everything else.
  • Where is your image ending up?
  • In Game?
  • On the Web?
  • In Print- Box Art and Manuals?

Types Of Images

  • RAW- Uncompressed eg data straight from a camera sensor.
  • Uncompressed (lossless): e.g. BMP, TIFF, TGA...
  • Compressed
  • Lossy: e.g. JPG
  • Lossless: e.g. PNG, GIF*
  • GIF is an 8bit indexed (per frame), has transparency (either ON/OFF)

Program Specific Files

  • XCF - Gimps own format, Game Engines and most other programs do NOT understand this file type
  • PSD - Photoshop document

When To Convert Image Types

  • Creating all of your images as PNGs will make your project consistent and save space
  • Avoid resaving a JPG, each time you do that you will lose more information
  • Converting JPG to PNG is great if you need to edit
  • If you are having an issue with PNGs
  • sIf the target destination needs it in another format

(Unique Video Reference: 18_AS_GMP)

Too Many File Types
08:36

Testing Our Sprite Sheet

  • This lecture is all about testing your work straight away
  • We’ll search for a tool
  • Use it to test that our sprite sheet behaves as expected

(Unique Video Reference: 19a_AS_GMP)

Checking Your Sprite Sheet Works
03:16

Manually Installing GIMP Add Ons

  • How and where to install script and python files
  • Mac installation at 3 mins
  • Challenge at 5 mins

(Unique Video Reference: 20_AS_GMP)

Manually Installing GIMP Add ons
08:21

Add On: Fuse Layers

  • How to use the fuse layer filter we just added
  • The caveats and things to watch out for when using it

(Unique Video Reference: 21_AS_GMP)

Add On Fuse Layers
09:26

Add On: Sprite Sheet

  • How to use the sprite sheet filter we have added
  • Really easy to use, but just makes one long strip, which might be problematic

(Unique Video Reference: 22_AS_GMP)

Add On Sprite Sheet
10:03

Easy Repeating Elements

  • How to use graphical elements to repeat work

(Unique Video Reference: 24_AS_GMP)


Easy Repeating Elements
08:27

Building a Modular Wall

  • Fleshing out the wall
  • Creating a variation using the wall as a base

(Unique Video Reference: 25_AS_GMP)

Building a Modular Wall
11:46

Mocking Up A Scene

  • Mocking up our scene to get an idea of the final animation
  • Important to make the scene more interesting

(Unique Video Reference: 26_AS_GMP)

Mocking Up A Scene
13:29

Nested Layer Groups

  • Essential for managing animation with multiple elements
  • Helps keep elements separated and organised

(Unique Video Reference: 27_AS_GMP)

Nested Layer Groups
06:12

Blending Animation

  • A Filter that can help smooth out your animations
  • Unfortunately it has a couple of drawbacks

(Unique Video Reference: 28_AS_GMP)

Blending Animation
05:19
Quiz 4
5 questions

End Of Section Challenge

  • Finish making your end animations
  • Produce a final animation for your scene
  • Make it between 2-5 seconds long
  • Keep it simple and straightforward

(Unique Video Reference: 29_AS_GMP)

Section 3 Final Challenge
07:20
Section 3 Wrap Up
01:27
+ Character Sketch
30 lectures 06:00:46
  • Michael Introduces what it coming up in Section 4

(Unique Video Reference: 1_CS_GMP)

Section 4 Introduction
01:14
  • Art Style
  • Actual Character
  • No real dimension requirement

  • Start from the ground up

  • Human
  • Line art
  • Focus on form

(Unique Video Reference: 2_CS_GMP)

Section 4 Specification
02:43

Section focused on principles of character creation

Drawing Choices

  • Digital stylus
  • Pen and paper
  • Touch screen
  • Trackpad / Mouse

(Unique Video Reference: 3_CS_GMP)

Drawing Options
08:50
  • Practice your basic shapes
  • This will give you confidence with your art
  • Also provide you with a strong foundation
  • Experiment combining shapes to make new shapes

(Unique Video Reference: 4_CS_GMP)

Basic Shapes
07:04
  • Super useful for drawing curves especially long ones!
  • Especially if you don’t have a stylus.

(Unique Video Reference: 4a_CS_GMP)

The Paths Tool
14:01
  • Use them!
  • Gather many references
  • Help with inspiration
  • Essential communicating and convincing your viewer
  • Get source material wherever possible
  • Take care with references

(Unique Video Reference: 5_CS_GMP)

First Principle References
04:30
  • Putting together basic shapes to make more complicated forms
  • Used for building up an image
  • Used for breaking down an image
  • Used with layers / lighter grey

(Unique Video Reference: 6_CS_GMP)

Using Building Blocks
19:25
  • Learn about the 6 Toolbox Transforms

(Unique Video Reference: 6a_CS_GMP)

Toolbox Transforms
06:25
  • Understanding the foundations of a character
  • Allows sensible posing and animation

(Unique Video Reference: 7_CS_GMP)

Bone Structure
11:12
  • Using the head technique for proportions
  • Allows you to construct humans of differing sizes
  • Helps maintain consistency through your drawing

(Unique Video Reference: 8_CS_GMP)

Proportions
18:20
  • Even though we are working 2D
  • Often our subjects are not flat
  • Practice your basic 3D forms

(Unique Video Reference: 9_CS_GMP)

Basic 3D Shapes
20:00
Quiz 5
8 questions
  • How to import drawings you have done
  • Tips on getting the best import

(Unique Video Reference: 10_CS_GMP)

Importing Line Work
11:07
  • Some Larger projects can be difficult to stay motivated on
  • Michael Given some tips on how to maintain your momentum

(Unique Video Reference: 10a_CS_GMP)

Pacing Yourself And Staying Motivated
04:18
  • A sense of Depth can be achieved though multiple ways
  • Use of Value
  • Affordance through surface lines/shading
  • Almost like faked ambient occlusion

(Unique Video Reference: 11_CS_GMP)

Presence Through Use Of Value
14:09
  • Isolating parts of an image
  • Other method can be just as quick

(Unique Video Reference: 12_CS_GMP)

The Free Select Tool
18:18
  • The use of layering and overlap
  • Using Surfaces to place objects

(Unique Video Reference: 13_CS_GMP)

Surfaces and Overlap
17:39
  • Using shapes to define boundaries of a drawing

(Unique Video Reference: 13a_CS_GMP)

Caging
11:06
  • Size differences of same objects
  • Foreshortening

(Unique Video Reference: 14_CS_GMP)

Presence Through Use Of Perspective
16:15
  • Introduction to direction lighting

(Unique Video Reference: 15_CS_GMP)

Lighting Basics
13:33
  • Tangents occur when two or more lines converge
  • Avoiding tangent is key to keeping an illusion of depth
  • Aids clarity and readability

(Unique Video Reference: 15a_CS_GMP)

Avoiding Tangents
08:12
  • Drawing done in preparation of a final piece
  • Use to understand the challenges of your work
  • Plan elements to be Used
  • Studies can be focus on a tiny part of drawing or whole form as we have been doing
  • Other studies might focus on lighting, colour, perspective and general composition.

(Unique Video Reference: 16_CS_GMP)

Exploration Through Studies
03:17
  • Gives a fundamental understanding of how bodies are constructed
  • Makes it easier to construct hybrids
  • Helps with creating a realistic physique

(Unique Video Reference: 17_CS_GMP)

Understanding Anatomy
09:47
  • Understanding the overall shape of the head
  • Learn quick ways of drawing the head in multiple positions

(Unique Video Reference: 18_CS_GMP)

Study Of The Head
19:28
  • Getting eye just right
  • What to avoid when drawing eyes
  • How the eyes and brow communicate

(Unique Video Reference: 19_CS_GMP)

Study Of The Eyes
17:41
  • Michael draws an eye study

(Unique Video Reference: 19a_CS_GMP)

Study Of The Eyes Challenge
19:11
  • Getting nose made using a couple of circles and lines
  • The nose is poorly define with few hard edges
  • Most of the form is made through shading

(Unique Video Reference: 20_CS_GMP)

Study Of The Nose
16:36
  • Shape of the mouth is highly flexible
  • How the lips interact and overlap
  • The Shape and position of teeth

(Unique Video Reference: 22_CS_GMP)

Study Of The Mouth
19:10
  • The Hands are as complex as the entire body in their structure
  • They can be positioned in many configurations
  • Best built from bones and then manipulated
  • You usually have access to one whilst drawing- use it as reference.

(Unique Video Reference: 24_CS_GMP)

Study Of The Hands
13:19

Testing you knowledge up to this point in the course...

Quiz 6
9 questions
  • Last challenge of the section

(Unique Video Reference: 97_CS_GMP)

Preview 11:39
  • Well done you have completed the section!

(Unique Video Reference: 99_CS_GMP)

Section 4 Wrap Up
02:17
+ Bonus: Tiling Textures
7 lectures 01:22:41

Michael Introduces what it coming up in this Bonus Section

(Unique Video Reference: 1_TT_GMP)

Bonus Section Introduction
03:00

What Is A Digital Image?

  • Zooming Right In
  • Digital Images are a numerical representation of an image
  • This means maths can be used on our images
  • Don't be scared by numbers!
  • Open photo
  • Make image grayscale
  • Use the color curves

(Unique Video Reference: 2_TT_GMP)

What Is A Digital Image
14:40

Colour Channels

  • RGB images
  • 3 grayscale channels each 8 bit 24bit colour space
  • Alpha channel is another grayscale 8 bit
  • Working on each channel separately
  • Channel information to layers

(Unique Video Reference: 3_TT_GMP)

Colour Channels
16:02

Layer Math Modes

  • Changing the layer mode
  • Understanding the maths options
  • Making Layer Groups
  • https://docs.gimp.org/en/gimp-concepts-layer-modes.html

(Unique Video Reference: 4_TT_GMP)

Layer Math Modes
16:46

(Unique Video Reference: 5_TT_GMP)

Tiling Textures Introduction
15:36

Quick Win Tiling Textures

  • Not Much Control of the output

  • What happens when you tile a texture?

  • What does seamless mean?

  • How to tile a texture in GIMP

  • Creating an automatic seamless texture in GIMP

(Unique Video Reference: 6_TT_GMP)

Quick Win Tiling Textures
15:51
Quiz 7
4 questions
  • Michael wraps up the Tiling Textures section

(Unique Video Reference: 99_TT_GMP)

Tiling Textures Wrap Up
00:46
+ Continuing Your GameDev Journey
3 lectures 02:25
  • Congratulations!
  • Well done for completing the course
  • Onwards and upwards from here
  • Build out your portfolio

(Unique Video Reference: 100_TT_GMP)

End Of course
01:54
Good GIMP Resources
00:07

Congratulations on completing the course. So what's next?

Ready to move onto creating 3D artwork? Check out our Complete Blender Creator course.

Want to do more with your 2D models in a powerful game engine? Our Complete Unity Developer 2.0 can help!

We're also Kickstarting a new course 'Discovering Godot - Learn To Code By Making Games'. Godot is a fun, intuitive engine - come see if it's the place for your game artwork!

Look forward to seeing you there soon.

Preview 00:23
Requirements
  • You need a Mac or PC capable of running GIMP (most are!)
  • You only need a mouse or trackpad to get started!
  • Optional: Wacom stylus or similar for later sections
  • You can organise, move and rename files
Description

GIMP is a super powerful, free, 2D art package. It's also 'open source' which means it's owned by the community, and constantly updated. Most of the features of the much more expensive Photoshop are available, giving you the power to create industry strength 2D art.

The challenge with this package is it can be intimidating for beginners, especially those who don't have much confidence in art or drawing. We make learning from scratch easy with our simple step-by-step process.

Even if you have no prior experience in drawing, or computer art, we'll take you from the very basics. By investing in a structured course like this you'll learn faster and more effectively than on your own, just check-out our latest reviews.

We provide challenges in every video to cement your knowledge, an active community of students and instructors to help you if you get stuck, and continuous updates to the course to improve the learning journey.

How is the course structured?

  1. We start by helping you master GIMP's interface

  2. Then we constrain you to just 8x8 pixels, to get you started

  3. Moving on we add colour, contrast and more to bring your images alive

  4. In section 2 we increase our canvas to 32x2 and beyond

  5. By the end of the course you'll be able to create great looking 2D icons.

Looking for 3D art, Blender, Unity or more? Check out our other courses, let the green leaf logo be your guide :-)

Also included with the course...

  • Access to our thriving community forum, and live chat server

  • Use of our custom built texture sharing service

  • Daily responses to your Q&A.

2D artwork is in demand, and now's a great time to get into GIMP.

Ben & Michael

Who this course is for:
  • You want to learn GIMP specifically
  • You want to create 2D art from scratch
  • You have little or no experience with GIMP or Photoshop
  • You want to make 2D assets for computer games