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- 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
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)
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
(Unique Video Reference: 10_EI_GMP)
Using GIMP At High Resolutions
- Skip if you can see your icons OK
- For 1440p and higher resolutions
- Lower your resolution
- Different Themes, designed for HiDPI
- Edit the registry:
(Unique Video Reference: 5_EI_GMP)
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 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)
Working To A SpecificationGetting 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
- 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
- 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)
Shading With Gradients
- Blend Tool (Gradient Fill)
- Presets and the gradient tab
- Dithering and adaptive supersampling
- Making your own gradient
(Unique Video Reference: 9_GI_GMP)
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)
- 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)
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)
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)
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
- 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
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
- 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?
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
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)
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...
- 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)
- 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)
- Last challenge of the section
(Unique Video Reference: 97_CS_GMP)
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.
- 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
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?
We start by helping you master GIMP's interface
Then we constrain you to just 8x8 pixels, to get you started
Moving on we add colour, contrast and more to bring your images alive
In section 2 we increase our canvas to 32x2 and beyond
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
- 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