How to draw pixel. Pixel art: best works and illustrators

Nowadays, programs such as Photoshop, Illustrator, Corel make the work of the designer and illustrator easier. With their help, you can work fully without being distracted by the arrangement of pixels, as was the case at the end of the last century. Performs all necessary calculations software- graphic editor. But there are people working in a different direction, not just different, but even completely opposite. Namely, they are engaged in the same old-school arrangement of pixels to obtain a unique result and atmosphere in their works.

An example of pixel art. Fragment.

In this article we would like to talk about people who do pixel art. Take a closer look at them best works, which, due to the complexity of their implementation alone, can be called, without exaggeration, works contemporary art. Works that will take your breath away when viewed.

Pixel Art. Best works and illustrators


City. Author: Zoggles


Fairytale castle. Author: Tinuleaf


Medieval village. Author: Docdoom


Hanging Gardens of Babylon. Author: Lunar Eclipse


Residential area. Author:

4.7 (93.8%) 158 votes


Checkered drawings or pixel art are very popular look art among schoolchildren and students. During tedious lectures, drawings by squares save you from boredom. The prototype of drawing by squares was cross-stitching, where a cross pattern was drawn on a canvas, a fabric marked with squares. We were all once students and schoolchildren and drew out of boredom different pictures in the cells, imagine my surprise when I found out that this is practically art with its masterpieces and geniuses. I began to study the issue in more detail and this is what came out of it...

How to draw pictures by cells

This art is accessible to anyone, the main thing is to follow the cells clearly. School notebooks are ideal for drawing images; the size of their squares is 5x5 mm, and the notebook itself is 205 mm by 165 mm. On this moment Spring notebooks with an A4 sheet are gaining popularity among box artists; the size of this notebook is 280mm by 205mm.

Professional artists create their masterpieces on graph paper (drawing paper), that’s where there’s room to roam. The only disadvantage of graph paper is that it is pale green color, which is not noticeable when you sketch with colored pens.
When choosing a notebook for drawing, pay attention to the thickness of the paper; the quality of your drawing in the cells depends on its density, and whether it will appear on the wrong side of the sheet. The ideal sheet density is no less than 50g/sq.m.

How to draw pictures by cells

To color pictures by cells, you do not need any special tools; any pencils and pens will do. Monochrome paintings are very cool, but I really want to add some color to my life. In order for the colors to become varied, go to a stationery store and choose whatever your heart desires, gel pens, oil, ball.

Ballpoint pens for pixel art

Felt pens for drawings by cells

If you like to draw with felt-tip pens, your right, the colors of the felt-tip pens are very rich. It is worth remembering that felt-tip pens are divided into two groups: alcohol and water-based; water-based ones are safer, but they can soak the paper. Alcohol can also soak paper, and the smell is also not for everyone.

Pencils for drawings by cells

Pencils are another type of sketching device. Pencils are no exception in the variety of types; they come in plastic, wax, wood and watercolor. We paint with wood early childhood, and we know that they often break the stylus. Plastic and wax ones break less often, but they are thicker, which will be less convenient for drawing. About watercolor pencils out of the question, since after painting with a pencil you need to cover the drawing with a moistened brush, and this is unacceptable for notebook sheets.

Watch a video about how easy it is to draw pictures in cells and how beautiful the result can be:

A few more drawing schemes that I liked:



Dot graphics - pixel art technology

We figured out what accessories are needed, now let's get acquainted with the technology. Pixel art technology is very simple, it is dot graphics.

Before we start looking at pixel art methods, let's go back to our childhood in the 80s -90s. Of course, those who grew up in post-Soviet times remember 8-bit video games, game graphics, which were built on pixel graphics.

The best way mastering anything is practice, let's try to master pixel art:

Let's take black and red oil pen, and a notebook sheet in a box.

First, let's make a simple drawing. Let's count the cells, determine the outline and color it according to the colors.

For example, let's draw a heart:

  1. Take a checkered leaf and a pen with black ink, put 3 dots, as in the picture, the dots mark which cells will be painted black.

  2. Draw lines indicating the contours of the picture.

  3. Mark three points on each side, see figure.

  4. We mark the area of ​​the drawing with two lines.

  5. Let's put one more point on each side and draw boundaries under the top points.

  6. Let's draw 8 points vertically and 4 points on both sides, as shown in the figure below.
  7. After spending vertical lines, as shown in the figure, we will fully indicate the boundaries of the figure.
  8. In the same way, mark the lower part of the heart on the left and right.

  9. We outline the cells as in our image.

  10. The next thing we need to do is paint over it with a red pen. inner part hearts, leaving the glare of light unpainted.

  11. And lastly, use a black pen to shade the cells marked with dots. Now you have learned how to draw eight-bit pictures.

If you think that large and voluminous pictures are not for you, you should try drawing a photo from the Internet. Are you scared? Not worth it.

Take

  • black pen,
  • pencils,
  • squared notebook,
  • computer,
  • photograph or picture from the Internet
  • Photoshop program.

For application volumetric drawings we need to count the number of cells that will be painted. It's quite difficult not to make mistakes with large quantities. Also, be sure to choose shades of colors similar to the original image.
So, let's act:


I’ll give you one piece of advice that helps me a lot: if you have a color printer, print the drawing, if not, no problem. Draw a grid of 10 cells with a thicker outline. On a printed sheet, using a ruler and a contrasting pen, if there is nowhere to print, you can open the image in Paint.
I wish you creative success.

Pixel Art (Pixel graphics) is very popular for games even these days and there are several reasons for this!

So, what makes Pixel Art captivating:

  1. Perception. Pixel Art looks amazing! There's a lot that can be said about each individual pixel in a sprite.
  2. Nostalgia. Pixel Art brings back a great nostalgic feeling for gamers who grew up playing Nintendo, Super Nintendo, or Genesis (like me!)
  3. Easy to learn. Pixel Art is one of the easiest types to learn digital art, especially if you're more of a programmer than an artist;]

So, do you want to try your hand at Pixel Art? Then follow along with me as I show you how to make a simple but effective gaming character that you can use in your own game! Plus, as a bonus, we'll look at how to integrate it into iPhone games!

To successfully study you will need Adobe Photoshop. If you don't have it, you can download a free trial from the Adobe website or torrent.

What is Pixel Art?

Before we begin, let's clarify what Pixel Art is, because it's not as obvious as you might think. The easiest way to define what is Pixel Art is to define what it is not, namely: anything where pixels are created automatically. Here are some examples:

Gradient: Select two colors and calculate the color of the pixels between them. Looks cool, but it's not Pixel Art!

Blur Tool: Defining pixels and replicating/editing them to make new version previous image. Again, not pixel art.

Smooth tool(basically generating new pixels in different colors to make something "smooth"). You must avoid them!

Some will say that even automatically generated colors are not Pixel Art, since they require a layer for mixing effects (mixing pixels between two layers according to a given algorithm). But since most devices nowadays deal with millions of colors, this statement can be ignored. However, the use is not large quantity colors is good practice in Pixel art.

Other tools such as (line) or paint bucket tool(Paint Bucket) also automatically generates pixels, but since you can set them to not anti-alias the pixels you fill, these tools are considered Pixel Art friendly.

Thus, we found out that Pixel Art requires a lot of attention when placing each pixel into a sprite, most often manually and with a limited palette of colors. Let's get to work now!

Beginning of work

Before you start making your first Pixel Art asset, you should know that Pixel Art cannot be scaled. If you try to reduce it, everything will look blurry. If you try to zoom it in, everything will look okay as long as you use a multiple of two zoom (but of course it won't be sharp).

To avoid this problem, you must first understand how big your game character, or an element of the game, and then get to work. Most often this is based on the screen size of the device you're targeting and how many "pixels" you want to see.

For example, if you want the game to look twice as large on the screen of the iPhone 3GS (“Yes, I really want to give my game a pixelated retro look!”), whose screen resolution is 480x320 pixels, then you need to work with half the resolution. V in this case it will be 240x160 pixels.

Open a new Photoshop document ( File → New…) and set the size to whatever the size of your game screen will be, then select the size for your character.

Each cell is 32x32 pixels!

I chose 32x32 pixels not only because it fits perfectly with the selected screen size, but also because 32x32 pixels is also a multiple of 2, which is convenient for toy engines (tile sizes are often multiples of 2, textures are aligned multiple of 2, etc.

Even if the engine you're using supports any image size, you can always try working with an even number of pixels. In this case, if the image needs to be scaled, the size will be divided better, which will ultimately result in better performance.

Drawing a Pixel Art character

Pixel Art is known to be clear and easy to read graphics: you can define facial features, eyes, hair, body parts with just a few dots. However, the size of the image complicates the task: the smaller your character, the more difficult they are to draw. To be more practical, choose the smallest character trait. I always choose eyes because they are one of the best ways to bring life to a character.

In Photoshop, select Pencil tool(Pencil Tool). If you can't find it, just press and hold the tool Brush Tool(Brush Tool) and you will see it immediately (it should be second in the list). You'll just need to resize it to 1px (you can click in the Tool Options bar and resize it, or just hold down the [ key).

You will also need Erase tool(Eraser Tool), so click on it (or press E) and change its settings by selecting from the dropdown list Mode:(Mode:) Pencil(Pencil) (because there is no anti-aliasing in this mode).

Now let's start pixelating! Draw the eyebrows and eyes as shown in the image below:


ey! I'm pixelated!!

You could already start with Lineart, but a more practical way is to draw a silhouette of the character. The good news is that you don't need to be a pro at this stage, just try to imagine the size of the body parts (head, torso, arms, legs) and the starting pose of the character. Try something like this gray:


You don't need to be a pro at this stage
Note that I also left some white space. You don't really need to fill the entire canvas, leave room for future frames. In this case, it will be very useful to keep the same canvas size for all of them.

After you finish the silhouette, it's time . Now you have to be more careful with your pixel placement, so don't worry about clothes, armor, etc. Just to be on the safe side, you can add a new layer so you never lose your original silhouette.


If you feel that the Pencil tool is too slow to draw, you can always use (Line Tool), just remember that you won't be able to position the pixels as precisely as you can with a pencil. You will need to configure as shown below:

Select , pressing and holding Rectangle tool (Rectangle Tool)

Go to the tool options panel, in the drop-down list Pick Tool Mode(Path Tracing Mode) select Pixel , change Weight(Thickness) to 1px (if not already done) and uncheck Anti-alias(Smoothing). This is how you should have it:

Notice that I didn't do the bottom outline for the feet. This is optional, as the feet are not such an important part of the legs to highlight, and this will save one line of pixels on the canvas.

Applying colors and shadows

Now you are ready to start coloring our character. Don't worry about choosing the right colors, they will be very easy to change later, just make sure that each one has its own "color". Use the default colors on the tab Swatches(Window → Swatches).

Color your character like the picture below (but feel free to get creative and use your own colors!)


Good, contrasting color improves the readability of your asset!
Please note that I still haven't outlined the clothes or hair. Always remember: save as many pixels as possible from unnecessary outlines!

There is no need to waste time painting every pixel. To speed up your work, use lines for the same color, or Paint bucket tool(Paint Bucket Tool) to fill in the gaps. By the way, you will also have to configure it. Select Paint bucket tool on the toolbar (or just press the G key) and change Tolerance(Tolerance) to 0, and also uncheck Anti-alias(Smoothing).

If you ever need to use Magic Wand tool(Tool Magic wand) - Very useful tool, which selects all pixels with the same color, then set it up the same way as the “Paint Bucket” tool - no tolerance and no anti-aliasing.

The next step, which will require some knowledge on your part, is dodging and shading. If you do not have knowledge of how to show bright and dark sides, then below I will give you some instructions. If you don't have the time or inclination to study it, you can skip this step and move on to the "Spice Up Your Palette" section, because in the end, you can just make your shading the same as in my example!


Use the same light source for the entire asset

Try to give it the shapes that you want/can, because after that the asset starts to look more interesting. For example, now you can see the nose, frowning eyes, mop of hair, creases in pants, etc. You can also add some light spots on it, it will look even better:


Use the same light source when shading

And now, as I promised, a little guide to light and shadows:

Spice up your palette

Many people use default palette colors, but since many people use these colors, we can see them in many games.

Photoshop has big choice colors in the standard palette, but should not rely too much on it. The best way to make your own colors is to click on the main palette at the bottom of the toolbar.

Then, in the Color Picker window, browse the right sidebar to select a color and the main area to select the desired brightness (lighter or darker) and saturation (brighter or duller).


Once you find the one you want, click OK and reconfigure the Paint Bucket tool. Don't worry, you can then simply uncheck the 'Contiguous' box and when you paint with a new color, all new pixels with the same background color will be filled in too.

This is another reason why it is important to work with a small number of colors and always use the same color for the same element (shirts, hair, helmet, armor, etc.). But remember to use different colors for other areas, otherwise our drawing will be too overcolored!

Uncheck "Contiguous" to fill selected pixels with the same color

Change the colors if you like and get a more glamorous character coloring! You can even recolor the outlines, just make sure they blend well with the background.


Finally, do a background color test: create a new layer under your character and fill it with different colors. This is to ensure that your character will be visible against light, dark, warm and cool backgrounds.


As you can already see, I've turned off anti-aliasing in all the tools I've used so far. Don't forget to do this in other tools too, e.g. Elliptical Marquee(Oval marquee) and Lasso(Lasso).

With these tools you can easily resize selected parts, or even rotate them. To do this, use any selection tool (or press M) to select an area, right-click and select Free Transform(Free Transform), or just press Ctrl + T. To change the size of the selected area, drag one of the handles located around the perimeter of the transformation frame. To resize the selection while maintaining proportions, hold down the Shift key and drag one of the corner handles.

However, Photoshop automatically smoothes anything edited using the Free Transform so before editing go to Edit → Preferences → General(Ctrl + K) and change Image Interpolation(Image Interpolation) on Nearest Neighbor(Nearest neighbor). In a nutshell, when Nearest Neighbor the new position and size are calculated very roughly, no new colors or opacity are applied and the colors you choose are retained.


Integrating Pixel Art into iPhone Games

In this section, you will learn how to integrate our pixel art into an iPhone game using the Cocos2d game framework. Why am I only considering iPhone? Because, thanks to a series of articles about Unity (for example: , or Game in the style of Jetpack Joyride in Unity 2D) you already know how to work with them in Unity, and from articles about Crafty (Browser games: Snake) and Impact (Introduction to creating browser games games on Impact) you learned how to insert them into the canvas and create browser games.

If you are new to Cocos2D, or to iPhone app development in general, I suggest you start with one of the Cocos2d and iPhone tutorials. If you have Xcode and Cocos2d installed, read on!

Create new project iOS → cocos2d v2.x → cocos2d iOS template, name it PixelArt, and select iPhone as the device. Drag the created pixel art, for example: sprite_final.png into your project and then open HelloWorldLayer.m and replace the initialization method with the following:

-(id) init ( if((self=)) ( CCSprite * hero = ; hero.position = ccp(96, 96); hero.flipX = YES; ; ) return self; )

We position the sprite on the left side of the screen and rotate it so that it is facing to the right. Compile, run, and then you will see your sprite on the screen:


However, remember, as we discussed earlier in this tutorial, we wanted to increase the scale of the pixels in an artificial way so that each pixel would be noticeably distinguishable from the others. So add this new line inside the initialization method:

Hero.scale = 2.0;

Nothing complicated, right? Compile, run and... wait, our sprite is blurry!

This is because by default Cocos2d smooths out the drawing when it scales it. We don't need this, so add the following line:

This line configures Cocos2d to scale images without antialiasing, so our guy still looks "pixelated" Compile, run and... yes, it works!


See the benefits of using Pixel Art graphics- we can use a smaller image than what is displayed on the screen, saving a lot of texture memory. We don't even need to make separate images for retina displays!

What's next?

I hope you enjoyed this tutorial and learned a little more about pixel art! Before parting, I want to give you some advice:

  • Always try to avoid using anti-aliasing, gradients, or too many colors on your assets. This is for your own good, especially if you are still a beginner.
  • If you REALLY want to emulate a retro look, look to the artwork in 8-bit or 16-bit console games.
  • Some styles do not use dark outlines, others do not take into account the effects of light or shadow. It all depends on the style! In our tutorial we didn't draw shadows, but that doesn't mean you shouldn't use them.

For a beginner, Pixel Art seems like the easiest graphics to learn, but in reality it is not as simple as it seems. The best way to improve your skills is practice, practice, practice. I highly recommend posting your work on the Pixel Art forums so other artists can give you advice - it's a great way to improve your technique! Start small, practice a lot, get feedback and you can create amazing game which will bring you a lot of money and joy!

Pixel graphics (hereinafter simply referred to as pixel art) are becoming more and more popular these days, especially through indie games. This is understandable, because this way artists can fill the game with a great variety of characters and not spend hundreds of hours modeling 3D objects and manual drawing complex objects. If you want to learn pixel art, then first of all you will have to learn how to draw so-called “sprites”. Then, when sprites no longer scare you, you can move on to animation and even selling your work!

Steps

Part 1

We collect everything you need

    Download good graphics editors. You can, of course, create masterpieces in Paint, but it’s difficult and not very convenient. It would be much better to work in something like:

    • Photoshop
    • Paint.net
    • Pixen
  1. Buy a graphics tablet. If you don’t like to draw with a mouse, then a tablet and a stylus are what you need. Wacom tablets, by the way, are the most popular.

    Enable “grid” in your graphics editor. Actually, if your graphics editor does not support grid display, then you should think about looking for another program. The grid will allow you to clearly see where and how each individual pixel will be located. As a rule, the rosary is turned on through the “View” menu.

    • You may need to tweak the display settings a bit to ensure that each grid segment actually renders a pixel. Each program does this differently, so look for tips accordingly.
  2. Draw with a pencil and a 1 pixel brush size. Any graphics editor should have a “Pencil” tool. Select it and set the brush size to 1 pixel. Now you can draw... in pixels.

    Part 2

    Working on the basics

    Create a new image. Since you are learning to draw in the pixel art style, you shouldn’t aim for epic canvases. If you remember, in the game Super Mario Bros. the entire screen was 256 x 224 pixels, and Mario himself fit into a space of 12 x 16 pixels!

    1. Zoom in. Yes, otherwise you simply won’t be able to see individual pixels. Yes, you will have to increase it very much. Let's say 800% is quite normal.

      Learn to draw straight lines. It seems simple, but if you suddenly draw a line 2 pixels thick somewhere in the middle with a trembling hand, the difference will hit your eyes. Draw straight lines until you have to activate the straight line tool. You must learn to draw straight lines by hand!

      Learn to draw curved lines. In a curved line there should be, let’s say, uniform “line breaks” (which is clearly visible in the figure just above). Let's say, starting to draw a curved line, draw a straight line of 6 pixels, below it a straight line of three, below it a straight line of two, and below it a straight line of one pixel. On the other side, draw the same thing (mirrored, of course). This is the progression that is considered optimal. Curves drawn in the “3-1-3-1-3-1-3” pattern do not meet pixel art standards.

      Don't forget to erase mistakes. The “Eraser” tool should be set up in the same way as a pencil, making the brush size equal to 1 pixel. The larger the eraser, the more difficult it is not to erase too much, so everything is logical.

      Part 3

      Creating the first sprite
      1. Think about what purposes the sprite will serve. Will it be static? Animated? A static sprite can be filled with details to the fullest, but an animated one is better to make it simpler, so that you don’t spend hours redrawing all the details on all animation frames. By the way, if your sprite is supposed to be used with others, then they should all be drawn in the same style.

        Find out if there are any special requirements for the sprite. If you're drawing for, say, a project, it's reasonable to expect color or file size requirements. However, this will be more important a little later, when you start working on large projects with many different sprites.

        • Objectively speaking, these days there are rarely any requirements for the size or palette of sprites. However, if you are drawing graphics for a game that will be played on old gaming systems, then you will have to take into account all the restrictions.
      2. Make a sketch. A sketch on paper is the basis of any sprite, fortunately this way you will be able to understand how everything will look and, if necessary, you can correct something in advance. In addition, you can then trace from a paper sketch (if you still have a tablet).

        • Don't skimp on details for your sketch! Draw everything you want to see in the final drawing.
      3. Transfer the sketch to a graphics editor. You can trace a paper sketch on a tablet, or you can redraw everything manually, pixel by pixel - it doesn’t matter, the choice is yours..

        • When tracing the sketch, use 100% black as the outline color. If anything happens, you can change it manually later, but for now it will be easier for you to work with black.
      4. Refine the outline of the sketch. In this context, you can, of course, say differently - erase everything unnecessary. What is the point - the outline should be 1 pixel thick. Accordingly, increase the scale and erase, erase the excess... or fill in what is missing with a pencil.

        • When working on a sketch, do not be distracted by the details - their turn will come.

      Part 4

      Coloring the sprite
      1. Brush up on color theory. Look at the palette to see what colors to use. Everything is simple there: the further the colors are from each other, the more they are different from each other; The closer the colors are to each other, the more similar they are and the better they look next to each other.

        • Choose colors that will make your sprite both beautiful and easy on the eyes. And yes, pastel colors should be avoided (unless your entire project is done in this style).
      2. Choose several colors. The more colors you use, the more “distracting” your sprite will be, so to speak. Look at some pixel art classics and try to count how many colors are used there.

        • Mario - only three colors (if we are talking about the classic version), and even those are located almost close to each other on the palette.
        • Sonic - Even though Sonic is drawn with more detail than Mario, it's still based on just 4 colors (and shadows).
        • Ryu is almost a classic of sprites, as they are understood in fighting games, Ryu is large areas painted in simple colors, plus some shadow for delineation. Ryu, however, is a little more complicated than Sonic - there are already five colors and shadows.
      3. Color the sprite. Use the Paint Fill tool to colorize your sprite and don’t worry about everything looking flat and lifeless - at this stage it’s not expected to do otherwise. The principle of operation of the Fill tool is simple - it will fill all pixels of the color you clicked with the color you selected until it reaches the borders.

      Part 5

      Adding shadows

        Decide on your light source. Here's the gist: you need to decide at what angle the light will hit the sprite. Once you decide on this, you can make believable-looking shadows. Yes, there will be no “light” in the literal sense, the point is to imagine how it will fall on the drawing.

        • The simplest solution is to assume that the light source is very high above the sprite, slightly to the left or right of it.
      1. Start applying shadows using colors that are slightly darker than the base. If the light comes from above, where will the shadow be? That's right, where direct light does not fall. Accordingly, to add a shadow, simply add several more layers to the sprite with pixels of the corresponding color above or below the outline.

        • If you decrease the “Contrast” setting of the base color and slightly increase the “Brightness” setting, you can get a good color for drawing shadows.
        • Don't use gradients. Gradients are evil. Gradients look cheap, shoddy and unprofessional. An effect similar to that of gradients is achieved using the “thinning” technique (see below).
      2. Don't forget about partial shade. Choose a color between the base color and the shadow color. Use it to create another layer - but this time between the layers of these two colors. The result will be the effect of transition from a dark area to a light one.

        Draw the highlights. The highlight is the place on the sprite where the most light falls. You can draw a highlight if you take a color that is slightly lighter than the base one. The main thing is not to get carried away with glare, it’s distracting.

Pixel-level drawing has its niche in fine arts. By using simple pixels real masterpieces are created. Of course, you can create such drawings on a sheet of paper, but it is much easier and more correct to create pictures using graphic editors. In this article we will analyze in detail each representative of such software.

The world's most popular graphics editor that can work at the pixel level. To create such pictures in this editor, you just need to perform a few preliminary setup steps. Here is everything an artist needs to create art.

But on the other hand, such an abundance of functionality is not needed for drawing pixel art, so there is no point in overpaying for the program if you are going to use it only for a specific function. If you are one of such users, then we advise you to pay attention to other representatives who are focused specifically on pixel graphics.

PyxelEdit

This program has everything you need to create similar paintings and is not oversaturated with functions that an artist will never need. Setting up is quite simple; the color palette allows you to change any color to the desired tone, and free movement of windows will help you customize the program for yourself.

PyxelEdit has a feature for setting tiles on the canvas, which can be useful when creating objects with similar content. The trial version is available for download on the official website and has no restrictions on use, so you can try the product before making a purchase.

Pixelformer

In appearance and functionality, this is the most ordinary graphic editor, only it has several additional features to create pixel images. This is one of the few programs that are distributed absolutely free.

The developers do not position their product as suitable for creating pixel art, they call it an excellent way to draw logos and icons.

GraphicsGale

In almost all such software they try to implement a picture animation system, which most often turns out to be simply unusable due to limited functions and incorrect implementation. GraphicsGale is not so good with this either, but at least this function can work normally.

As for drawing, everything here is exactly the same as in the bulk of editors: basic functions, large color palette, the ability to create multiple layers and nothing extra that could interfere with your work.

Charamaker

Character Maker 1999 is one of the oldest such programs. It was created to create individual characters or elements that would then be used in other animation programs or incorporated into computer games. Therefore, it is not very suitable for creating paintings.

The interface is not very good. Almost no windows can be moved or resized, and the default layout is not the best in a successful way. However, you can get used to it.

Pro Motion NG

This program is ideal in almost everything, starting with a well-thought-out interface, where it is possible to move windows independently of the main one to any point and change their size, and ending with an automatic switch from an eyedropper to a pencil, which is simply an incredibly convenient feature.

Otherwise, Pro Motion NG is just good software for creating pixel graphics of any level. The trial version can be downloaded from the official website and tested to decide whether to further purchase the full version.

Aseprite

Can rightfully be considered the most convenient and beautiful program to create pixel art. The interface design alone is worth it, but that’s not all the advantages of Aseprite. There is the ability to animate a picture, but unlike previous representatives, it is implemented competently and easy to use. There is everything you need to create beautiful GIF animations.