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By Rhys Davies

CONTENTS
Chapter 1
Introduction
A Lesson In History
Basic Knowledge
Tools Required
Ideas/Research
Chapter 2
The Basic Line
The Rule Behind It All
The Isometric Grid
reating !our "irst Isometric u#e
$ther $#%ects &'ha(es)
om#ining 'ha(es
reating an Isometric ircle
Chapter 3
olours
Lighting
$utlines * Highlights
+i,,erent 'tyles $, $utlines
-sing +ithering .,,ecti/ely
The Complete Guide To Isometric Pixel Art 0
Chapter 4
Te1turing
Grass
Glass
+irt * 2ore
+etailing !our 3or4
Chapter 5
+rawing Isometric 5eo(le
The Basic $utline * 'caling
5oses
olour * $utlines
.1am(les "or "urther Re,erence
Chapter 6
reating an Isometric ar
Household $#%ects
reating $/erlay $#%ects
reating Trees and Bushes
Chapter 7
The Ta#le Tutorial
'etting The 'cene
2ini6Tutorial7 The Interior $, A Kitchen
Chapter 8
Large 5ro%ect7 !our House
"inal 3ords
Lin4s
The Complete Guide To Isometric Pixel Art 8
Chapter 1
Introduction
Isometric 5i1el Art &I5A) is a modern ,orm o, digital art that only recently has
#een acce(ted as a new art ,orm9 I:m sure most o, us ha/e seen this ty(ical ty(e o,
artwor4 in old games such as ;<6om: or the relati/ely old ;-ltima $nline:9 The 86
+imensional &8+) re(resentation o, a =6+imensional &=+) o#%ect is ,ascinating to
many (eo(le9 This is (ossi#ly #ecause o, the sim(licity and amount o, small details
that can ,it into a single I5A (iece9 It doesn:t need that much #rain (ower to ,igure
out> yet it is (leasing to the eye9 I5A can #e com(ared to cartoons in many ways> as
(eo(le li4e to loo4 &watch) and acce(t the 8+ art ,orm as it is /ery sim(listic and
easy to ,ollow9 The main (ur(ose o, any art wor4 is that it draws your attention9 In
many ways I5A is set out to achie/e this> that is> to re(resent something that loo4s
li4e it could come ,rom the real world> yet you 4now it:s %ust a com(uter generated
image &GI)9
.ach se(arate I5A image is always going too made u( o, single com(uter
generated #loc4s> 4nown as (i1els9 .ach (i1el is the same si?e as any other (i1el>
#ut it can #e any colour you can thin4 o, and it can ,it together with other (i1els> any
way you can thin4 o,9 !ou can thin4 o, a (i1el6#ased image as you can a mosaic in
real li,e that is made u( o, tiles to ,orm an o/erall (icture9 To see an e1am(le o, a
single (i1el ta4e a loo4 at this letter ;i:> the single (i1el is the small dot you see
a#o/e the long /ertical line9 In ,act the whole letter is made u( o, single (i1els that
ha/e #een %oined together to a((ear as one long sto4e or line9 The (i1el will #e
e1(lained ,urther along in this reading when we loo4 into tools used to create I5A9
The Complete Guide To Isometric Pixel Art =
Chapter 1
A Lesson In istor!
The actual term @(i1el art@ was ,irst (u#lished #y two mem#ers o, <ero1 5alo
Alto Research enter &5AR) in 0AB8C Adele Gold#ert and Ro#ert "legal9
0
The
#asic conce(t o, the creation o, the art6,orm del/es e/en dee(er into history when
around 0AD8 Richard 'hou( de/elo(ed his 'u(er5aint system9 'u(er5aint was
created as a com(uter gra(hics (rogram with also included a ,rame#u,,er system9
It is easy to see the origins o, 5i1el Art in traditional art6,orms such as cross6
stitching and mosaics9 These &in (articular mosaics) were created using anything
ranging ,rom tiles to roc4s in order to create a large (icture or scene created ,rom
many small o#%ects9 In essence it is the same conce(t o, 5i1el Art9 That is>
arranging many small (i1els o, di,,erent colours to ,orm a larger o/erall (icture9
$lder styles o, /ideo games used 5i1el Art to create their gra(hical content9
onsole gaming systems such as the Eintendo .ntertainment 'ystem and Atari are
some o, the /ery early e1am(les o, /ideo games using (i1els to create the gra(hical
content that a((eared on screen &e/en though the gra(hics were usually crude and
limited in colours and detail)9
1 Adele Goldbert and Robert Flegal, "ACM president's letter: Pixel Art", Communications
of te ACM, !ol" #$, %ssue 1#, &ec" 1'(#"
The Complete Guide To Isometric Pixel Art F
Chapter 1
"asic #no$%ed&e
To e/en #egin to #e a#le to understand Isometric 5i1el Art you need to ha/e
a ,air understanding a#out how to wor4 the #asics o, com(uters9 This includes
o(erating the mouse> 4ey#oard> loading sa/ing> etc9 I 4now this may sound silly
since you:/e managed to get yoursel, to this we#site> #ut constantly I am as4ed #y
(eo(le i, I could teach them how to do this sort o, art> e/en when they are una#le to
e/en do #asic o(erations on a com(uter9 'o (lease (eo(le> #e,ore e/en continuing
,rom this (oint ,orward> i, you are lac4ing in the #asic com(uting s4ills (lease go to a
course or something9 Then come #ac4 when you are ready9
Besides ,rom the #asic com(uting s4ills you will need a dash o, creati/ity> a
s(lash o, enthusiasm and a (inch o, artistic ,lair &that last (oint is merely a rumor9)
Also> some #asic understanding o, (aint so,tware such as 2' 5aint> &which we will
#e using (rimarily) could come in handy9
The Complete Guide To Isometric Pixel Art G
Chapter 1
Too%s 'e(uired
Right> now that we:/e ,lown (ast the #oring stu,, we can get on to actually
loo4ing into how to ma4e this ;Isometric 5i1el Art:9 Be,ore we go anywhere you need
to ha/e access to a small little (rogram that shi(s with most /ersions o, 2icroso,t
&2') 3indows> called 2'5aint9
To access it on most com(uters running the 3indows $(erating 'ystem
(lease ,ollow these sim(le ste(s9 lic4 on the 'tart #utton> scroll u( to the
5rograms ,older> then u( to the Accessories ,older> and now once that:s o(en 5aint
should #e on the list o, (rograms that a((ear in the Accessories ,older9 I, not 5aint
might #e under the ne1t ,older u( the to( o, the Accessories ,older called
A((lications9 Anyway> once you:/e ,ound it clic4 on it once and it should load9
ongratulations you:/e %ust loaded 2'5aint and you are one ste( into learning
a#out Isometric 5i1el Art9
A(art ,rom 5AIET> you can use many other (rograms to draw I5A9 5rograms
such as Ado#e 5hotosho( and 5aint 'ho( 5ro do the %o# well &(ossi#ly #etter than
(aint according to some (eo(le) #ut are %ust to darn e1(ensi/e> hard to get hold o,>
and way to com(licated ,or the a/erage #eginner to use9
$4ay so let:s see what we ha/e on our list so ,ar 6 0 com(uter> 0 co(y o,
2'5aint> 0 mouse> and 0 4ey#oard9 I, you:/e tic4ed e/erything o,, on that small list
then you are ready to create some Isometric 5i1el Art9
All is good so ,ar unless o, course you want to con/ert your ,inal (roduct to
an image ,ormat that is suita#le ,or the we# &(lease don:t use #itma(s ,iles on your
home(ages> it:s terri#leH) I ,ind that GI" ,iles are ,ine as ,ar as quality wise is
concerned9 Also i, you are loo4ing ,or that e1tra mile in terms o, quality and minimal
color loss> use the 5EG ,ormat9 To con/ert your ,inal #itma( ,iles into these ,ilety(es
(lease do not sa/e them as this using 2'5aint9 -nless you want an e1treme loss o,
color and o/erall cra((iness ,or your master(iece> do not try and sa/e them as a
GI" or 5EG using 2'5aint &5EG@s can #e ,ine some times sa/ing them out ,rom
2'5aint> #ut there is no trans(arency o(tions included9)9 Instead search ,or a
sim(le B25 to GI" con/erting (rogram to sa/e your ,iles9 $r i, you are a luc4y
(erson you will ha/e access to (rograms such as Ado#e 5hotosho( or 5aint 'ho(
5ro> in which case you should sa/e your #itma(s as GI" or 5EG ,iles using these
to( quality (rograms ,or a to( quality outcome9
IThroughout this tutorial the only (rogram we will #e using and discussing is
2icroso,t 5aint9 5lease> i, you don:t ha/e access to this (rogram anywhere> do not
#other continuing the tutorial until you ,ind it9
The Complete Guide To Isometric Pixel Art J
Chapter 1
Ideas)'esearch
A good way to start any I5A (iece is to do some initial research into any
ideas you ha/e a#out what you are going to draw9 3rite down any ideas that come
to your head during the day> and when you are ready to create a new (iece sim(ly
select an idea ,rom the list9 This really does sa/e loads o, time instead o, sitting
there with 2'5aint o(en> trying to thin4 o, something to draw9
$nce you:/e selected an idea it:s always good to research it ,irst #e,ore
starting to draw it u(9 -se a search engine such as Google or !ahoo to search ,or
your idea9 "or e1am(le> I had an idea awhile ago to draw u( a miniature Roman
/illage9 I had an image in my mind a#out what it was going to loo4 li4e #ut I had no
idea as to how they structured their #uildings and what colors I needed to use to
ma4e it as realistic and good loo4ing as (ossi#le9 I s(ent a#out an hour or two
searching the Internet> trying to ,ind (ictures o, Roman #uildings and so on9 In the
end the research really hel(ed me when it came to designing #uildings and using
the right colors in the (iece9 Although I ne/er ,inished the /illage> I 4ee( using the
same (rocess today> always researching into a to(ic i, I am not sure on how it
would loo49
The Complete Guide To Isometric Pixel Art D
Chapter 2
The "asic Line
Throughout this section I will #e discussing the #asics o, Isometric 5i1el Art9
The ,irst thing we ha/e to co/er though> is how to draw a line on an isometric angle9
The straight line in an isometric (icture can go in se/eral di,,erent directions> really
it:s u( to you9 This o, course hel(s the creator come u( with all sorts o, sha(es and
,antastic structures9 Below in "igure 090 I ha/e created the most sim(le o, all
isometric straight lines9
As you can see> when ?oomed out at normal /iew the line a((ears straight
and clean9 Kooming in closer you can see how the line is ,ormed9
The Complete Guide To Isometric Pixel Art B
Chapter 2
The 'u%e "ehind It A%%
All sim(le isometric lines such as in this (articular e1am(le ha/e a sim(le
rule you should always ,ollow ,or clean results9 'ee "igure 098 #elow> which
e1(lains how the sim(le rule wor4s and how to achie/e this with e/ery one o, your
lines9
The rule ta4es u(on the #asic conce(t o, e/ery 0 (i1el you draw mo/ing in
either an u( or down direction> you ha/e to mo/e 8 (i1els across9 'o i, you were
loo4ing at this line ,rom a #irds eye /iew it would a((ear straight u( and down>
/ertical9 But since this is isometric it needs to #e s4ewed slightly9 A((arently the
angle o, an isometric line is near =LM> #ut then again it could #e e1actly 8J9GJGM9
Below is an e1am(le o, how not to draw your isometric lines9 I mean you can draw
them li4e that i, you really> really want to> #ut in my o(inion it always ends u(
loo4ing messy and really weird to loo4 at9 The e1am(le #elow is =LM and as you can
see it loo4s slightly o,,> that:s why the isometric line is not e1actly =LM9
The Complete Guide To Isometric Pixel Art A
Chapter 2
The 'u%e "ehind It A%%
I thin4 that is all we really need to co/er a#out lines9 It:s all really #asic stu,,
and most (eo(le get it the ,irst time they try9 I, you don:t> %ust 4ee( (racticing and
loo4ing at e1am(les9
Below are a ,ew di,,erent /ariations o, the line> showing di,,erent ways you
can use it9 And yes> hori?ontal and /ertical lines are acce(ta#le> and yes you can
#rea4 the sim(le rule> #ut (lease (eo(le> only i, the line ends u( loo4ing clean and
,its well into the (icture9
The Complete Guide To Isometric Pixel Art 0L
Chapter 2
The Iso*etric +rid
!ou can thin4 o, an isometric (lane or ;landsca(e: as a series o, squares that
ha/e #een %oined together to ,orm a larger square9 The #elow image shows us how
a normal 8+ grid is turned into an isometric grid9 The normal grid has sim(le #een
mo/ed around> as i, it were in a =+ modeling s(ace> so that the /iew has changed
to an isometric /iew o, the ;(lane:9
In order ,or each se(arate smaller grid square to ,it in to (lace> the lines
%oining #oth to( and #ottom need to #e e1actly the same on each square9 In the
isometric world &and community) there are two ty(es o, common ;#uilding #loc4s:
that are used in isometric construction9 They are the a(tly named ;Ty(e: A and B
#loc4s9 'ee #elow ,or an e1am(le o, each ty(e o, #loc49
The Complete Guide To Isometric Pixel Art 00
Chapter 2
The Iso*etric +rid
In most cases the isometric grid uses the Ty(e B #loc4 in order to tile
e,,ecti/ely> without any glitches or une/en lines9 The le,t and right sides o, the Ty(e
B grid #loc4 must #e two (i1els high in order to %oin and tile e,,ecti/ely9 !ou can see
in the e1am(le #elow what I mean9
The Complete Guide To Isometric Pixel Art 08
Chapter 2
Creatin& ,our -irst Iso*etric Cu.e
To #egin our cu#e we must ,irst draw u( an outline9 3hen drawing your
outline> thin4 o, it as a 8+ square> s4ewed into a =+ (ers(ecti/e9 +raw one side o,
your cu#e using the lines that we ha/e discussed #e,ore9 This is done using /ertical
lines ,or the sides o, the cu#e and the angled lines ,or the to( and #ottom edges9
!ou can see #elow my com(leted side ,or my cu#e9
As you can (ro#a#ly see> I ha/e included the middle line o, the sha(e so I
can line u( the mirrored (iece in a moment9 Eow once you ha/e got your side done
and you are ha((y with itC drag a selection around the image using the selection
tool as shown #elow9
The Complete Guide To Isometric Pixel Art 0=
Ee1t go u( to the edit menu and select co(y9 Alternati/ely you can sim(le
(ress the 4ey#oard shortcut o, ctrlNc9 $nce you ha/e done this you will need to
change the mas4ing o(tions ,or your co(ied selection9 This is achie/ed #y clic4ing
on the second icon which loo4s li4e a #unch o, sha(es on a yellow #ac4ground> with
a ,loating selection9 As you can see the ,loating selection does not ha/e a white
#ac4ground li4e the alternate icon a#o/e it9 This sim(ly means that and colours in
your selection that contain your current #ac4ground colour on the (alette> will
a((ear trans(arent9 Below I ha/e highlighted the mas4 selection #o1 that you need
to select> with a red circle9
$4ay now that we:re (ast the tedious (art o, mirroring and getting your
selection #ac4grounds trans(arent> we can ,ocus on creating the rest o, our cu#e9
Let:s start #y again /iewing the edit menu> #ut this time selecting (aste instead o,
co(y9 Again alternati/ely there is a 4ey#oard shortcut that sa/es you ha/ing to use
the mouse> (asting something on to your can/as is sim(le a matter o, (ressing
ctrlN/9 $4ay> a,ter you ha/e (asted a cloned image o, your selection should a((ear
on the can/as9 +o not clic4 anywhere on the can/as once you ha/e this ,loating
selection> or you:ll ha/e to undo the (rocess &ctrlN?) and start all o/er again9 Below
you can see my ,loating selection o, the cu#e side I co(ied and (asted on to my
can/as9
The Complete Guide To Isometric Pixel Art 0F
Right> now we are going to mo/e the selection across to the other side o, the
cu#e that is already drawn u(9 Ho(e,ully your white #ac4ground is trans(arent and
the only things /isi#le and mo/ing are the lines that ma4e u( the side o, the cu#e9
$nce the selection is (ositioned we will need to ,li( it so it mirrors the other side o,
our cu#e outline9 To mirror the selection we select the Image menu and then select
the o(tion "li(/Rotate &shortcut ctrlNr)9 A (o(u( menu should a((ear as shown in
the e1am(le image #elow9
Eow we want to only ,li( our selection hori?ontally so we ma4e sure that the
hori?ontal o(tion is selected9 $nce done clic4 the @o4@ #utton and you should return
to the can/as with the selection mirrored and ready to #e %oined to the rest o, the
cu#e9 To do this sim(ly mo/e the selection across so the middle line o/erla(s the
middle line o, the already made side9 3ell done> you:/e &ho(e,ully) %ust com(leted
your ,irst outline ,or a #asic isometric cu#e9 It should loo4 something similar to the
image #elow9
The Complete Guide To Isometric Pixel Art 0G
$nce we ha/e the outline com(leted it:s time to colour or cu#e9 Let:s use a
nice green ,or this cu#e9 In order to create a sense o, =+ within the (icture di,,erent
shades o, the same colour are used to create a light source9 A light source is sim(le
where the main directional light would #e shining ,rom> with the a((ro(riate
shadows> light and dar4ness to ,ollow9 "or this e1am(le our light will #e shining ,rom
the u((er to( le,t o, our can/as as shown #elow9 5lease note that you don:t actually
need to draw on your light source as I ha/e done in my e1am(le9 !ou can i, it hel(s
though #ut it won:t #e there in the ,inal (roduct9
The light source is always u( to you #ut in most o, my wor4 it usually is in the
u((er to( le,t o, my can/as &we will co/er this in a later cha(ter)9 Eow we can select
our green colour9 3e can do this in many ways> one o, the easiest #eing sim(ly
selecting the colour green ,rom the (rede,ined (alette on the #ottom tool#ar9 Asides
,rom #eing too #right this green is e1tremely ugly and o/er the to(9 3e need to dull
it down a #it> #ut not too much as to ha/e a ,aded a((earance &well you could use
the ,aded loo4> it:s really u( to you9) Let:s now dou#le clic4 on the light green
&almost neon) colour ,rom our (alette at the #ottom o, the screen9 I ha/e again
outlined the ste( in a red circle #elow9
The Complete Guide To Isometric Pixel Art 0J
-(on doing this a (o(u( menu #o1 should a((ear li4e #elow9 It contains a
whole series o, #o1es> each containing the de,ault colours9 3e want to use the
ad/anced o(tions to alter our colour so we need to clic4 on the ;de,ine custom
colours: #utton at the #ottom o, the (o(u( menu9 This will widen the (o(u( and you
now should ha/e a large colour selection #o1 consisting o, all the colours you could
imagineH 'ee #elow ,or what your screen should loo4 li4e #y now9
The Complete Guide To Isometric Pixel Art 0D
To change our de,ault ugly green to a nicer green colour we need to drag the
small crosshair sha(e that is currently u( the to( o, the (alette9 It is here #y de,ault
#ecause we ha/e selected the ugly green colour #e,ore6hand9 I, we were to select a
di,,erent colour it would a((ear in a di,,erent (lace9 To change our colour we need
to a,,ecti/ely alter the hue and saturation o, it9 The hue o, our colour is the actual
colour we see> whether it #e red> green #lue etc9 The saturation is how much o, the
colour is retained #e,ore it sim(le ,ades and you are le,t with a #lac4 or grey colour9
The more saturation the #righter your colour> the less and o#/iously the dar4er and
washed out it is going to #e9 To get our colour that we want to use ,or our cu#e we
sim(le drag the crosshair to a#out the middle o, the (alette> still staying within the
green colour sections9 !ou can ma4e your green a lot more natural loo4ing #y
adding some yellow to it9 This is done #y dragging the cross hair into the (art o, the
(alette where green meets yellow9 Remem#er to achie/e this colour you will always
need more green colour than yellow9 Below you can see where I ha/e (ositioned
my crosshair9 I wanted a more natural green colour ,or my cu#eC you can choose
what you want to use it doesn:t really matter9 $nce you ha/e decided on a colour
ma4e it a #it dar4er using the side /ertical #ar that shows your colour9 To do this>
sim(ly drag the slider down until the colour is dar4 enough9
The Complete Guide To Isometric Pixel Art 0B
Eow that we ha/e our colour chosen clic4 the o4 #utton and it should a((ear
as your ,oreground colour in the little ,oreground/#ac4ground #o1 ne1t to the colour
(alette9 Eow we can sim(ly get our ,ill tool &the little (aint #uc4et #eing ti((ed o/er)
and clic4 within the right hand side o, our cu#e9 The colour should ,ill the white (art
within the lines with our colour we %ust created9 As it is the dar4est side o, the cu#e
&remem#er our light source)> it needs to #e a tad dar4er than the other sides9 The
o((osite side &le,t side) needs to #e lighter than the right side so we re(eat the
colour (rocess #ut this time we don:t touch the actual colour selection (art #ut %um(
in and ad%ust the #rightness o, our colour so it is #righter than our colour we used
#e,ore9 $nce this is done ,ill the other side o, the cu#e9 Re(eat this (rocess o, ,illing
with colour to the to( o, the cu#e> ma4ing the colour e/en lighter than the le,t6hand
side colour9 Eow you should ha/e something similar to #elow9
The Complete Guide To Isometric Pixel Art 0A
Chapter 2
Other O./ects 0Shapes1
OGreatHP you may #e saying now9 OEow that I:/e created a cu#e I can %um(
straight in to the dee( end and start on my ,irst master(ieceHP O3rongP> I say9 3hat
ha((ens when you go to create a roo, on your house that requires a di,,erent sha(e
other than that o, a sim(le cu#eQ The answer is within this section o, the cha(ter9
Ho(e,ully it will teach you how to ma4e some more #asic sha(es ,or your creations9
"irst u( is the (yramid9 !ou can ha/e normal (yramids or long sections o,
#loc4 with triangle ends9 "irst u( we will loo4 at the normal (yramid9 Below is an
e1am(le o, how a normal (yramid should loo4 in the isometric style9 The sides are
straight u( and down at a FGM angle9 3e can change this angle to ma4e the
(yramid smaller> as you can see in the second e1am(le9 I, you loo4 closely you
should #e a#le to recreate something similar using the same techniques you used
to create the cu#e9
Eow that you ha/e ho(e,ully got the (yramids out o, the way &you can re,er
#ac4 to this section i, you need to at any time)> we can ma4e some more cool
sha(es9 Eow let:s ma4e a cylinder> which are /ery easy to ma4e9 All a cylinder is
really made u( o, are two circles %oined #y a middle section9 Below is an e1am(le o,
a cylinder9 The shading as you can see> is sim(ly a gradient o, colours> going ,rom
dar4 to light9 This shading technique gi/es the illusion o, de(th as the 8+ o#%ect is
trans,ormed using shadows and highlights9
The Complete Guide To Isometric Pixel Art 8L
$n the su#%ect o, round things> one o, the most di,,icult sha(es to create in
the isometric /iew(oint is the s(here9 '(heres are #asically ,lat 8+ circlesC coloured
and shaded in such a way as to ma4e them a((ear =+9 The shading is much li4e
the way I shaded my cylinder9 'tarting ,rom dar4 and gradually #ringing the
lightness o, the colour u(> gi/ing an illusion o, de(th9 As you can see in the e1am(le
image #elow> I ha/e (ro/ided the #asic outline and then the com(lete (iece9 Also
there is a ?oomed in image o, the same com(lete (iece9 !ou can see that I:/e used
dithering the ma4e the gradient a((ear less ugly> ma4ing it #lend in more9 +ithering
is the (rocess o, ta4ing a colour ne1t to another colour and (lacing a chec4er ty(e
(attern> or sometimes a random (attern o, dots within the other di,,erent colour9
3hen ?oomed out ,ully the dots and the di,,erent colour #lend quite well> creating a
colour that is somewhere in the middle o, the two> thus mi1ing them and ma4ing the
%oin loo4 smooth9 +ithering will #e e1(lained in ,urther detail a #it later in this #oo49
The Complete Guide To Isometric Pixel Art 80
Chapter 2
Co*.inin& Shapes
This is where the more ,un and creati/e (art comes into (lay9 Eow that you
4now how to ma4e all these wonder,ul sha(es> it:s time to (ut your hard wor4 to
good use9 How a#out ma4ing a #uilding with a (yramid to(Q $r may#e a cu#ed
#uilding with a dome roo,Q All o, these are sim(le to ma4e and also gi/e I5A the
com(le1ity it needs to 4ee( (eo(le interested9 All you need to do is ma4e each
sha(e se(arately> ma4ing sure that each (iece is in (ro(ortion9 Then using the
select tool in 5aint#rush mo/e the sha(es o/er and around each other until they
loo4 right and you are ha((y with the result9
Rust ,or a small e1am(le I:ll #e creating a cu#e which has slo(ed sides and a
s(here sitting on to(9 The ,irst ste( is to create your outlines ,or each o, the sha(es9
As you can see #elow I ha/e used red lines so each o, my sha(es are in the correct
(ro(ortions to each other9 Below is an e1am(le o, each o, the sha(es I will need ,or
my little structure9
The Complete Guide To Isometric Pixel Art 88
Chapter 2
Creatin& an Iso*etric Circ%e
reating isometric circles is a little hard in 2'5aint as we don@t ha/e the
,le1i#ility o, the trans,orm tool such as that ,ound in Ado#e 5hotosho( or other
similar higher6(owered gra(hical editors9 3hat we ha/e to do to create a (er,ect
isometric circle in/ol/es com#ing F di,,erent (arts o, F di,,erent 8d ,lat circles9 I@ll
e1(lain in ,urther detail #elow9
Step 12
reate a ,lat (lane on an isometric angle9 +i/ide this (lane into F quarters as
shown in the e1am(le image #elow9 $nce you ha/e done this create a small circle
that has its edges touching the to( and right sides o, the to( right segment9 !ou
also need the #ottom le,t edge o, the circle to slightly #e o/erla((ing the middle
%unction where all the segments meet &see e1am(le image #elow)9 .rase all the
unnecessary lines and you should #e le,t with an arc &see e1am(le image> third
across)9 Ee1t we sim(ly re(eat the (rocess #ut in the #ottom le,t segment9 At the
end o, all this &I told you it was time consuming and di,,icult) you should ha/e
something loo4ing similar to what my ,inal e1am(le image has #elow9
The Complete Guide To Isometric Pixel Art 8=
Step 22
3e@/e now created two out o, the ,our outer edges we need to com(lete a
whole circle9 The ne1t (art is similar to the (rocess we ha/e %ust done #ut it is using
a larger circle9 As you can see in the e1am(le image #elow the middle o, the larger
circle is in ,act the #ottom right corner9 2a4e sure the edges o, the circle are
touching the to( and le,t edges o, our square9 It may ta4e a #it o, getting the right
si?ed circle #ut once you ha/e it a#out right go ,rom there &don@t worry a#out lining
the middle u( e1actly)9 .rase the unnecessary (arts o, the large circle so you are
le,t with the remaining (arts inside the to( le,t segment9 Re(eat this (rocess with
the large circle #ut this time do it in the #ottom right segment &using the to( le,t
corner as your centre (oint)9 'ee e1am(le images #elow to re,er to anything I@m
tal4ing a#out9
Step 32
-(on erasing the last larger circle you should end u( with an image similar to
what I ha/e (roduced #elow9 3e can start to see our circle within the constraints o,
the isometric square (lane9 .rase the nasty interior lines and it #ecomes e/en
clearer9
The Complete Guide To Isometric Pixel Art 8F
Step 42
Below is #asically an e1am(le o, what you can now do with your isometric
circle9 3hat i@/e done is sim(ly ma4e two co(ies o, my isometric circle> connect
them using isometrical lines into a long cylinder sha(e9 I ha/e then erased all the
unnecessary lines such as those inside and the cu#e outside9 I@/e then shaded and
coloured the cylinder accordingly to ma4e it seem =+ &including dithering the colour
changes to ma4e it a((ear smoother)9
The circles you ma4e do not ha/e to #e large in si?e as mine are9 !ou can
create them at #asically any si?e using the method I ha/e descri#ed a#o/e9 An
easier alternati/e to creating these circles is to sim(ly use Ado#e 5hotosho( and
s4ew a ,lat 8d circle into an isometric angle using lines as guides to how much it
should #e s4ewed9
The Complete Guide To Isometric Pixel Art 8G
Chapter 3
Co%ours
-sing and selecting the correct colours to use ,or your I5A (iece is one o, the
most im(ortant as(ects o, the o/erall wor49 Ha/ing a #right to1ic green house with
(ur(le highlights isn@t the #est thing anyone would want to loo4 at9 Rust imagine
you@re #uilding or scene> as it would loo4 i, you were standing right there9 3hether it
#e #right (lastic style> or mid6tone natural colours> it@s still your choice9 The only
thing you ha/e to consider is ma4ing the right choice o, colours to suit your (iece9
-sing an e1am(le o, my wor4 #elow> you can see that I don@t really li4e to
use #right colours all that much9 Although the colours aren@t the (rettiest> I thin4 it
adds to the o/erall theme and ,eel o, the (iece9 I, I were to say> create a ,un game
scene or children@s style (iece> I would o(t ,or the #righter and ha((ier colours9
Remem#er> i, you are unsure a#out your colour selection> di/ide the (alette
sheet in 2'5aint into thirds9 Then (ic4 your colours ,rom the middle third9 This way>
they won@t ha/e too much contrast or too little9
The Complete Guide To Isometric Pixel Art 8J
Chapter 3
Li&htin&
Ee1t u( is lighting9 3ithout a light source or lights your wor4 isn@t going to #e
all that great to loo4 at9 I, you were to (lace your #uilding into the real world> it would
#e (itch #lac49 All your wonder,ul colour choices would #e lost9 $, course we are
wor4ing in a 8+ medium so creating real light sources isn@t as easy as (lacing them
around our o#%ect> ala i, we were wor4ing in a =+ en/ironment9 To create a light
source ,or your (icture ,irst choose a (lace where either your sun or misc light
source would #e coming ,rom9
!ou can see how I ha/e done it #elowC my sun has #een (laced in the to(
le,t corner o, the scene9 5lacing your light source #ehind or directly in ,ront o, your
#uilding or o#%ect doesn@t really wor4 that well9 Because the light is shining either
directly ,rom the ,ront or directly ,rom #ehind &where it would #e #loc4ed out #y your
o#%ect)> the amount o, light is either too much or too little9 'hading these ty(es o,
light sources wouldn@t #e worth it9 !ou could try it i, you want %ust to e1(eriment> #ut
,or now we@ll stic4 to either le,t or right light sources9
As we did in our cu#e tutorial> we@ll (lace the light source at the to( le,t
corner9 Eow> imagine your o#%ect as i, it was in a =+ en/ironment9 I, you ha/e a #o1
and des4 lam( lying around it would hel( as well9 Eow (lace your #o1 so one o, the
corners is ,acing you9 Eow (lace the lam( ,acing the le,t hand side o, the #o1 that is
,acing you &see e1am(le)9 Eow you can see how we are going to shade this thingQ
$ne side &the one directly ,acing the light) is the #rightest> the second #rightest is
the to( o, the #o1 &#ecause the light is coming ,rom a#o/e) and the last side is the
dar4est9 'hading your o#%ects using this method will almost guarantee a ,a4e =+
loo4> which is what we@re aiming ,or in an isometrical wor49
The Complete Guide To Isometric Pixel Art 8D
Chapter 3
Out%ines and i&h%i&htin&
$utlining and gi/ing your #uildings and o#%ects highlights ma4es them stand
out more> and gi/es them a (olished loo49 Blac4 outlines hel( (eo(le to distinguish
o#%ects ,rom the #ac4ground and tend to ma4e the o#%ect loo4 more cartoonish than
say i, the outlines were sim(ly dar4er /ersions o, the o#%ects color9 Highlights on the
other hand> round o,, the corners o, shar( o#%ects and hel( the (seudo =+
a((earance9 I, you shine a light onto a square o#%ect you can sometimes notice that
the /ery edges shine in the light and a((ear #righter than the side which has the
most light shining on it9
The Complete Guide To Isometric Pixel Art 8B
Chapter 3
3i44erent St!%es o4 Out%ines
hoosing what ty(e o, outlines to use is #asically when you decide on the
style you are aiming ,or9 As I said #e,ore> #lac4 outlines usually gi/e your scenes a
cartoonish ,eel &com#ined with #right ha((y colours)9 The other ty(e o, outline
needs a #it o, e1(laining9 Basically what you do is gra# the colour o, the o#%ect
you@re outlining and dar4en it until its in the middle o, the original colour #ut not too
dar4ened9 A#out 8 or = times as dar4 as the original colour was9 'ee e1am(le
#elow9
The Complete Guide To Isometric Pixel Art 8A
Chapter 3
5sin& 3itherin& E44ecti6e%!
+ithering is a relati/ely easy (rocess #ut can (roduce some stunning results
i, you do it correctly9 As e1(lained earlier in this #oo4> Dithering is the process of
taking a colour next to another colour and placing a checker type pattern, or
sometimes a random pattern of dots within the other different colour !hen "oomed
out fully the dots and the different colour #lend $uite well, creating a colour that is
somewhere in the middle of the two, thus mixing them and making the %oin look
smooth& Eow this may seem a tad con,using ,or a ,irst time reader> so I@m going to
illustrate what I mean9
The ,irst image in the image sequence is sim(ly two di,,erent colours created
using the luminescence /alues o, the one colour &#lue)9 'ide #y side you can clearly
see the line se(arating the two colours and it loo4s quite ugly9 By adding a
chec4ered (attern o, each colour o/er the line it starts to #lend together &as you can
see)9 The ,inal image in the sequence has two more colours added to it &also #y
changing the luminescences /alue)9 These colours are also dithered into each
other9 It (ro/ides e/en more #lending and the end result is quite smooth as
com(ared with the third image which is dithered using only the two colours9
The Complete Guide To Isometric Pixel Art =L
Chapter 4
Te7turin&
Te1turing your o#%ects and #uildings ma4e your (ieces more interesting and
(leasing to loo4 at9 Going ,or the (lain coloured loo4 can #e good i, you are gi/ing it
that cartoonish ,eel> #ut usually it@s a tad #oring to loo4 at9 A #uilding is usually
made o, #ric4s> so why not gi/e it a nice #ric4 te1ture on its walls9 This can #e
achie/ed #y ,ollowing this small tutorial #elow9
Step 12
+raw e/enly s(aced hori?ontal &iso6hori?ontal) lines across the side o, your
wall> using a dar4er colour than the original wall colour9
Step 22
$nce this is com(lete> go along drawing small /ertical lines that %um( each
line as you mo/e down9 They also need to #e e/enly s(aced as you mo/e along9
The Complete Guide To Isometric Pixel Art =0
Step 32
Eow re(eat this (rocess on the ga(s that ha/e no /ertical lines> drawing
each small /ertical line in the middle o, the @#ric4@ a#o/e9 There you ha/e it> the
sim(le #ric4 te1ture9
Step 42
To ma4e it more #ric46li4e and nice to loo4 at> we@re also going to add
highlights to e/ery #ric4 to ma4e them stand out more9 'o> decide &or loo4) at where
your light source is> and highlight the (art o, each #ric4 that the sun will #e directly
hitting &with a lighter colour)9
As you can see> te1turing isn@t all that hard> and once you get it down you@ll
ne/er ha/e another (lain loo4ing wall again9 Eow> we@ll loo4 at some other te1turing
e1am(les9
The Complete Guide To Isometric Pixel Art =8
Chapter 4
+rass
reating grass te1ture ,or your scene can #e done in a ,ew ways9 It really
de(ends on what 4ind o, style you are going ,or9 artoon grass has /ery ,ew details
and is usually #righter in colour9 Realistic grass on the other hand would contain a
much more /aried range o, colours and increased detail9 Below I will e1(lain how
each style may #e created9
To create cartoon grass I usually start with a ,lat colour9 A nice green with
some #lue tinge is a great /i#rant colour and isn@t too green to gi/e an unnatural
,eeling9
-(on laying down a #ase colour I will start to create some smaller lea/es ,or
detail9 $nce these lea/es ha/e #een created &/ery sim(listic mind you)> I will
choose a lighter coloured green &usually more towards a green6yellow colour) to
colour them with9
The ,inished lea/es can then #e co(y and (asted around the ,lat colour
randomly or in a (attern i, you so choose9
The Complete Guide To Isometric Pixel Art ==
Realistic grass ta4es a #it more time and (atience9 Li4e the cartoon grass I
start with a ,lat colour9 This time I usually go ,or a more yellow6green colour as it
loo4s more natural than the green6#lue I used #e,ore9 $nce this has #een
com(leted I choose a dar4er green6#lue colour ,or the shadows o, the lea/es on the
grass9 reating a random (attern that also tiles (ro(erly is im(ortant in this ste(9
Ta4e your time to get it re(eating when tiled9 !ou also want to try and reduce any
(laces in the (attern that are o#/iously re(eating when it is tiled9
$nce you ha/e your (attern down you can select a light yellow6green colour
and start highlighting the ti(s o, the lea/es &as seen #elow)9 Try and wor4 on getting
it loo4ing great> as good loo4ing grass really ma4es a scene wor49
The Complete Guide To Isometric Pixel Art =F
Chapter 4
+%ass
$4ay> this ne1t (art is what stum(s most (eo(le trying to create nice loo4ing
#uildings with cool windows9 The easy &and recommended) way o, creating glass ,or
your #uildings is to use Ado#e 5hotosho( or similar9 All you need to do is create a
se(arate layer> ,ill the glass area with a light #lue colour> and ad%ust the
trans(arency o, the glass layer &see #elow ,or e1am(le)9
reating your glass within 2' 5aint is a lot more di,,icult on the other hand9
3e are going to use a selection o, di,,erent #lue colours9 I, you ha/e detailed the
inside o, the window with a room then all we need to do is go o/er the outlines o,
the ,urniture and o#%ects inside the window ,rame with a dar4er #lue colour9 The rest
o, the window is then ,illed with a lighter #lue colour> and a highlight can #e added
o/er the to(9 'ee the images #elow ,or the #e,ore and a,ter shots9 I ha/e also
added the #lue (allete I used ,or the glass and highlights9
To go an e1tra ste( with your glass you can add a re,lection9 It@s not really a
re,lection #ut it a((ears li4e a stri( o, light is re,lecting ,rom the window9 All you
need to do is create a white stri( &or two) diagonally across your window and lower
its o(acity on the layer9 I, you are using 5aint then select your colours accordingly to
the di,,erent lights and dar4s as the re,lecti/e stri( o/erla(s lines and di,,erent
shades9
The Complete Guide To Isometric Pixel Art =G
Chapter 4
3irt and 8ore
reating a dirt tile is /ery similar to creating a grass tile9 !ou can create it in
many di,,erent ways and it@s all de(endent on the style o, art you are trying to
achie/e9 Instead o, adding lea/es you can add roc4s etc9
As well as dirt there are many other tiles you can create to ma4e your scenes
loo4 greatH 'ome e1am(les could #e sand> water> la/a or e/en a co##led streetH
Remem#er> adding as much detail in a tile as you can without ma4ing it to
distracting will really ma4e your scene a((ealing9 om#ining a great en/ironment
with great (ro(s and architecture will really ma4e (eo(le say OwowHP9
The Complete Guide To Isometric Pixel Art =J
Chapter 4
3etai%in& ,our 9or:
+etail is what gra#s most (eo(le@s attention9 'im(le minuscule things such
as light ,ittings> glasses and (lates in sin4s> or drin4s in a re,rigerator can ma4e a
sim(le setting into a grand master(iece9 5e##les on a (ath> insects in the garden>
they all count towards a success,ul (iece o, isometric (i1el art9 5eo(le lo/e to study
all the small details they can ,ind> and i, you include more o, them> the more (eo(le
will loo4 at your (icture ,or a much longer time9 A (lain cu#e can ne/er #e com(ared
to a cu#e with a ,ew trees growing out the to( o, it9 'o ne1t time your creating a
(iece> remem#er to add all the details you can thin4 o, to ma4e it an e/en #etter
(iece o, art to loo4 at9
The Complete Guide To Isometric Pixel Art =D
Chapter 5
3ra$in& Iso*etric ;eop%e
3hen I came to write this cha(ter I nearly ,rea4ed out at how hard it will #e
,or me to create a tutorial ,or ma4ing small isometric (eo(le9 Then I realised that
you are (ro#a#ly here reading this to ,ind out9 'o I ga/e in to my urge to watch
some TS and I started writing it9 Isometric (eo(le are really the most di,,icult things
to create in I5A9 3hat I usually do may seem a tad odd #ut it wor4s most o, the
time9
"irst things ,irst9 I start #y creating a small /ertical isometric rectangle> a#out
the si?e I want my (erson to #e9 I then cut a small (ortion o,, the to( o, it until I
reach the nec4 line9
Ee1t> I create a small o/al sha(e around where I thin4 the head should #e
(laced9 3hat you should ha/e now is a rectangle with a head9 Ee1t are the torso
and legs9
I ,irst mar4 where the torso ends and the legs #egin9 Then I di/ide the #ottom
hal, o, the rectangle into two e/en hal/es9 These will #e my legs9 Then I go #ac4 u(
near my nec4 and round the shoulders o,, until they loo4 a#out right &see the
e1am(le images i, you aren@t too sure9 'o #asically> all i@m actually doing at the
moment is car/ing a (erson out o, a #loc4 o, /irtual wood9 I might also #ring the legs
in a #it> and the #ody so the (erson #ecomes s4innier9
The Complete Guide To Isometric Pixel Art =B
Eow I add my arms to the (erson9 Two thin isometric rectangles down each
side o, the #ody usually wor4s9 Although> you can #end them around as I ha/e done
in my e1am(le #elow9 5osing your (eo(le will #e e1(lained soon9 Add some little
hands to the ends o, the arms and add some shoes ,or the ,eet9 I ha/e also touched
u( the legs to ma4e them a #it straighter9 I also made the head smaller and neater9
All thats le,t to do now is to add some hair> clothes and ,acial ,eatures9 I
usually start with the clothes ,irst9 They need to #e slightly larger than the #ody and
any #are s4in should #e distinguisha#le ,rom the clothing9 3hat I do is create an
outline o, the clothing 0 (i1el out ,rom the original #ody ,rame> then erase the inside
line to clear things u(9 As you can see #elow> I ha/e my original #ody ,rame> then
the clothing #eing added and then the ,inal (roduct9
Ee1t> add a small ,ace and some hair9 !ou don@t really need to stic4 with the
isometric guidelines when it comes to creating hair> as we all 4now hair has a mind
o, its own and can stic4 out where/er it wants9
olouring is all that is le,t to do> as well as some minor shading to ma4e the
(erson loo4 more =+9
The Complete Guide To Isometric Pixel Art =A
Chapter 5
The "asic Out%ine and Sca%in&
Below I ha/e included the #asic outline o, #oth a ,emale and male ,or you to
study9 Both ha/e #een enlarged so you can study how each (i1el wor4s with each
other to create the (erson9
'caling your (eo(le to ,it your scene is /ery im(ortant9 $therwise you@ll end
u( ha/ing the scene ,rom the OGL,t 3omanP> instead o, a children@s (layground as
you originally intended9 +oors need to #e high enough ,or the (eo(le> as i, they
were ali/e and could wal4 through them9 hairs need to #e the right si?e ,or (eo(le
to com,orta#ly sit on and the actual (eo(le need to #e somewhat realistic9 !ou don@t
,or e1am(le ha/e a G6year6old child towering o/er an EBA Bas4et#aller as4ing ,or
an autogra(h9
The Complete Guide To Isometric Pixel Art FL
Chapter 5
;oses
5osing your (eo(le can #e an interesting challenge9 I, you ha/e a wooden
mannequin handy then your li,e will #e a whole lot easier9 I, you don@t ha/e a
wooden mannequin> use a near#y ,riend or relati/e to (ose how you want> study
them and try to recreate it in your scene using your isometric (erson9 A (erson
running would ha/e legs #ent in the running ,ashion9 All you really need to do is
imagine yoursel, and how you would (er,orm the (ose or action9 2a4ing the
character seem that they are (er,orming the action #y sometimes o/er6e1aggerating
their mo/ement is the #est way to get your (oint across on the /irtual can/as9
The Complete Guide To Isometric Pixel Art F0
Chapter 5
Co%our and Out%ines
olouring and outlining your (eo(le is more or less the same as colouring
and outlining your #uildings and o#%ects9 It all really de(ends on the o/erall ,eel o,
your (iece9 I, your #uildings ha/e a washed out colour then its most (re,era#le that
you colour and shade your (eo(le the same way> as so they ,it into the scene
without loo4ing out o, (lace9 2y (eo(le in my recent wor4s all ha/e a single #lac4
outline and the inside lines are all dar4er colours o, the clothing and s4in shades9 As
I said> colouring and outlining (eo(le is really much the same as I ha/e already
e1(lained9
The Complete Guide To Isometric Pixel Art F8
Chapter 5
E7a*p%es -or -urther 'e4erence
Below are some e1am(les o, my own wor49 Also #e sure to chec4 out the
wor4 at .#oy &www9e#oy9com)9 !ou will see that their wor4 is really well created and
you will learn a lot ,rom studying how they create their wor4 and their (eo(le9
The Complete Guide To Isometric Pixel Art F=
Chapter 6
Creatin& an Iso*etric Car
$4ay> the ,irst challenge o, the tutorialH It@s time to create our /ery own
Isometric arH It@s actually quite sim(le and it will #e no time #e,ore you can create
your original designed cars at willH
To start with we are going to ma4e a rectangular #o19 reate it as long and
as wide as you would li4e your car to #e &also the height matters here)9 $nce you
are satis,ied with the dimensions o, the #o1 (roceed to the ne1t ste(9
Eow you ha/e your initial #o1 laid out its time to car/e out the sha(e o, your
car9 2easure on the to( o, the #o1 where the middle section o, your car will start9
This can #e achie/ed using two lines drawn at the #eginning o, the #oot and hood
o, your car9
$nce this is com(lete start car/ing the ,ront and #ac4 ends o, your car #y
creating slo(ed lines down ,rom the middle section o, the #o1 to the ,ront and then
slightly to the #ac4 o, the car9 !ou can see in my e1am(le image #elow how the
,ront o, my car hood slo(es9 The #ac4 also slo(es #ut not as much as the ,ront as it
is much shorter in length9
The Complete Guide To Isometric Pixel Art FF
$4ay> now our car is starting to ta4e some sha(e9 Time to add some holes
,or wheels to ,itH 2ar4 out some squares on the side o, your car where the wheels
might go9 !ou can also smooth the edges o, these squares to ma4e the cutout (art
more round &see e1am(le #elow)9 $nce you ha/e mar4ed out the areas ,or the
wheels erase the #ottom lines and create the Isometric line to ma4e it a((ear =+9
Eow it@s time ,or the wheelsH -se my (re/ious tutorial on creating circles to
create your tyres9 Remem#er to add detail such as hu#ca(s and wheel6nutsH $nce
you ha/e created the wheels mo/e them into (lace on your car9
$nce you ha/e mo/ed the wheels into (lace it@s time to mo/e onto the to(
(art o, the car &I li4e to call it the ca#in)9 This is the (art where the windows and roo,
are9 reate an e1tension to your #o1 u(wards in the middle section9 Remem#er to
ma4e it as high as you would li4e your car to #e9 !ou can see i@/e altered my hood
slightly so it wasn@t slo(ed so much downwards9 I thin4 it loo4s much #etter now9
As we did #e,ore> add the slo(ing ,or the windscreen and e/er so slightly ,or
the #ac4 window9 At this (oint it is also a good thing to add the ca#in details9 reate
an interior ,or your car i, you wish and use your s4ills learned in the glass tutorial to
add windows9
Time ,or a (aint %o#H hoose a colour you@d li4e your car to #e and (aint
awayH Remem#er how we coloured the cu#e in the ,irst tutorial and remem#er to
gi/e your car a light source when you are shading it9
The Complete Guide To Isometric Pixel Art FG
$nce you ha/e coloured your car according to your s(eci,ications it@s time to
add detail99999lots o, detailH 'ide6mirrors> door handles> radio antennae9 !ou should
also add a ,ront grill> headlights and e/en a num#er6(lateH 'ee my e1am(le image
#elow ,or my ,inished car9 Remem#er to 4ee( (racticing and you@ll ha/e no trou#le
creating cars ,or your scenes9
The Complete Guide To Isometric Pixel Art FJ
Chapter 6
ouseho%d O./ects
To ma4e (eo(le interested in loo4ing and en%oying your artwor4> a lot o, small
detail is needed to ca(ti/ate and imaginate a /iewer9 An interior scene such as a
#edroom or lounge is not /ery interesting to loo4 at unless it has a lot o, detail in it9
+etail is achie/ed #y (lacing (ro(s within your scene to get (eo(le interested9
5ro(s such as chairs> ta#les> ca#inets and electronics are great to litter around your
scene &I don@t mean to chuc4 them around randomly> ta4e some time and thin4
a#out where you are (lacing your (ro(s)9
A lounge scene ,or e1am(le may ha/e a central ,ocal (oint o, a ,ire(lace9
Eow around this ,ire(lace may #e a lounge setting with a couch and some single
reclining chairs9 !ou might also add a #ear6s4in rug on the ,loor9 I, your ,ire(lace
has a mantle you might add a cloc4 and some candles9
I, you were ma4ing a #edroom scene you would o#/iously want a
#ed999may#e a des4 i, it@s a students room9 A closet ,or storing (i1el clothes &or Tom
ruise)9 ./en a ,ish6tan4 or #ird6cage with a ,amily (et ma4es ,or great detailH
Remem#er> the more detail the more (eo(le are going to en%oy your wor4H A
#land scene is going to ma4e it loo4 li4e you are %ust la?y with your wor4> and
(eo(le won@t en%oy it as much9
The Complete Guide To Isometric Pixel Art FD
Chapter 6
Creatin& O6er%a! O./ects
$/erlay o#%ects are things such as smo4e> (lanes or giant #anners in the
s4y9 These things usually o/erla( your #uildings and (ro/ide an e1tra layer o, detail
to your image9
'ay you ha/e a #uilding on ,ire> there o#/iously should #e some smo4e
coming ,rom the ,laming999,lames9 To create smo4e I create a #unch o, di,,erent
si?ed circles9 I then erase the middle sections> lea/ing me with only the #order9 !ou
can then colour it grey &or #lue999de(ending on what@s #urningH) ./en adding some
trans(arency using 5hotosho( hel(s gi/e it that smo4y ,eeling9 It really doesn@t
matter though> thic4 smo4e is usually ,ine9
$nce you ha/e created your #asic sha(e o, smo4e you can add highlights
around it to sto( it ,rom loo4ing ,lat9 !ou can also colour di,,erent (arts o, the smo4e
either lighter or dar4er to gi/e a more random ,eeling to the smo4e as it rises ,rom
the ,ire9
-se this same (rocess we %ust discussed to create smo4e ,or many di,,erent
o/erlays ,or your scenes9 Giant #anners coming ,rom the #ac4 o, a (lane> an
e1(losion at an oil (lant999it@s really u( to youH
An example of a smoke o'erlay within a scene
The Complete Guide To Isometric Pixel Art FB
Chapter 6
Creatin& Trees and "ushes
2any o, your scenes will #e #ased outside or will need some sort o,
/egetation within it to ma4e it loo4 good9 reating trees and #ushes ,or your scene
is /ery easy and adds a lot to an em(ty (atch o, grassH
3e@ll start o, with the most sim(le o, the two> the #ushes9 All you will need ,or
this are a ,ew circles o/erla((ing each other &much li4e the smo4e tutorial)9 $nly
this time> in the sha(e o, a #ush9
3e then use a dar4er shade o, colour and dithering to get the #ush some
shadows and ma4e it loo4 more =+9
The Complete Guide To Isometric Pixel Art FA
A,ter the shadows ha/e #een a((lied we add some highlights and some
,lowers i, you are going ,or a rose #ush or something similar9
reating trees use somewhat the same method as creating a #ush9 The
large cano(y o, lea/es around the to( o, the tree can #e achie/ed using the
(re/ious method o, com#ining circles and shading accordingly9
All you really need to ,ocus on is the trun4 o, the tree and the #ranches that
O#ranchP out ,rom the to( and into the cano(y o, lea/es9 !ou can see an e1am(le o,
a quic4 tree I ha/e created #elow9 It has no dithering and not much detail #ut you
can see the #asic ,orm9
The Complete Guide To Isometric Pixel Art GL
Chapter 7
The Ta.%e Tutoria%
3e are now going to create a small dinner ta#le using many o, the
techniques we ha/e %ust #een through in the (ast J cha(ters9 "eel ,ree to ,ollow
along using 2'5aint9
Step 12
"irst we will create a rectangle that is e1actly the si?e o, our ta#le that we
want9 Remem#er how we car/ed out our (eo(leQ 3e are going to use the e1act
same method to create our ta#le9
Step 22
$nce I ha/e created my #ase #loc4> I then create small rectangles on each
side o, my #loc4> as to where the legs and the to( o, the ta#le will go9 As you can
see> I li4e to do it in a red colour so I don@t con,use the current (rocess with the rest
o, the (iece9
Step 32
Eow I ha/e (laced where my legs and ta#le will #e> I sim(ly erase the #ottom
o, each o, the (arts o, the ta#le that don@t need to #e there9 As you can now see> we
ha/e the #eginnings o, a ta#le> com(lete with legs9 I now add some de(th to each
leg #y adding on a section until I thin4 it loo4s a#out right9 Go o/er the red lines with
#lac4 to com(lete the #asic ta#le outline9
The Complete Guide To Isometric Pixel Art G0
Step 42
I now decided where my light source is coming ,rom and I add the colours
accordingly9 I ,ind that most o, the wooden colours I use come ,rom the lower le,t
hand side o, the (alette ,ound in 2'5aint9 +on@t ma4e the colour to dull or washed
out9
Step 52
Eow that I ha/e coloured my ta#le> I can add highlights to the edges that
need highlights9 I also decided on my outlines as to whether or not they should #e
coloured or le,t as #lac49 This time I ha/e decided to lea/e them #lac4 #ut it@s your
choice9
Step 62
There we ha/e it> the #asic ta#le9 Eow all I do usually is add some wood
grain te1turing to my ta#le to ma4e it loo4 #etter9 To do this I add random straight
lines with a dar4er colour than the #ase colour9 It gi/es a nice woody te1ture to it
when /iewed at 0LLT9 There@s your ta#leH
The Complete Guide To Isometric Pixel Art G8
Chapter 7
Settin& the Scene
I want you to get out o, your chair right now and ta4e a loo4 around the room9
'ee how the ,urniture is (lacedQ Good9 This is how you should set out your scenes>
ma4e it so (eo(le could actually mo/e around and ,unction in com,ort i, it were in
real li,e9 Thin4 a#out how you would li4e to li/e in such a (lace> the cool stu,, that
you would want to ha/e9 Thin4 a#out whether or not the chair should #e near the
door ,or good/#ad "ung 'hui &I ha/e no idea how it wor4s)9
All o, this is e1tremely im(ortant in setting a good scene9 "or e1am(le> you
don@t want to draw a horror scene and then chuc4 in a ,ew (ur(le ,lowers ,or e,,ect>
or %ust #ecause your ,eeling nice9 Get into the mood> listen to some ,rea4y music or
something> anything to hel( you set the scene you want and to ma4e the outcome
as good as (ossi#le9 Listening to music also hel(s your creati/e %uices ,low9
The Complete Guide To Isometric Pixel Art G=
Chapter 7
8ini<Tutoria%= The Interior o4 a #itchen
$4ay> now to e/ery (i1el mad housewi,e@s dream9 5i1elling the interior o, a
4itchen9 It can #e any 4itchen you want9 A made u( one> your 4itchen at home> hell
it can e/en #e a 4itchen that isn@t actually a 4itchen9 2e> I li4e to ma4e u( my own
interiors and designs9 'o here we go> watch my (rocess and ste(s care,ully and
then in your own time ma4e your 4itchen ,rom scratch &don@t co(y mine in other
words9)
Step 12

The ,irst ste( I always ta4e when i@m (i1elling a scene> is I #rowse the net
using Google Image 'earch &www9google9com) ,or re,erence (ictures to hel( me
design and draw &relati/ely o4 loo4ing) o#%ects and architecture9 Below are some
(hotogra(hs o, 4itchens and 4itchen o#%ects that I could use in my scene that I
,ound using Google Image 'earch9
The Complete Guide To Isometric Pixel Art GF
Step 22
Ee1t I draw the #asic outline o, my room s(ace in which the 4itchen will
e/entually ,it in to9 Remem#er to always start with a #asic outline and lea/e all the
colouring and shading to last9 As you can see #elow> my 4itchen is a #asic cu#e
sha(e with one side #eing longer than the other9
Step 32
$4> now inside o, my cu#e I #egin to ma( out and draw the cu(#oards and
o/erhead thingys that 4itchens ha/e9 Ta4e your time in this (articular section and
(lan out where you are going to (lace things9 Loo4 #elow at my e1am(le and you
will see that I ha/e some nice #enches and cu(#oards9
The Complete Guide To Isometric Pixel Art GG
Step 42
3e@/e got #enches and cu(#oards and o/erhead things> now we need some
o#%ects9 $#%ects include such things as re,rigerators and o/ens> e/en (lates and
glasses9 $4ay> around the outside o, my scene I start to draw all the o#%ects I want
to (lace around my 4itchen &remem#er to 4ee( them as isometrical as you can)9 I
then select each o#%ect and (lace it where I want it to go in my scene &loo4 in the
second e1am(le (icture)> or co(y and (aste it and then (lace it around my scene9
'uch things as (lates or glasses can easily #e co(ied and (asted to sa/e you the
trou#le o, recreating them each time you want to use one in your scene9
The Complete Guide To Isometric Pixel Art GJ
Step 52
Loo4 at how messy my scene isH To ,i1 this all we need to do is go around the
scene> erasing lines that would a((ear #ehind other o#%ects9 $nce this is done you
should ha/e the #asic outline o, your entire scene9 Loo4 at my scene so ,ar i, you
are unsure o, what I mean9
Step 62
$4> now we colour it in li4e a colouring in #oo49 Get your ,ill tool and go
around your scene> colouring e/erything to your satis,action9 Remem#er to use
dar4er shades o, colours to gi/e o#%ects shading and always remem#er to use a
light source when you are shading your scene9
The Complete Guide To Isometric Pixel Art GD
Step 72
A,ter colouring and shading> it@s time to highlight9 Go around your scene and
,ind the shar( edges9 Things such as the edge o, a cu(#oard or #ench6to( will need
a highlight9 $nce you ha/e done this it should loo4 similar to mine #elow &don@t
ma4e it e1actly li4e mine or you won@t ha/e learned anything9)
Step 82
Add a ,ew (eo(le that you@/e created in the other tutorials or %ust lea/e it how
it is9 'a/e the B25 ,ile as a GI" or 5EG in an image editing (rogram such as
5hotosho( or The Gim( &,reeware)9 5lease remem#er not to sa/e your wor4 as one
o, these ,ile6ty(es in 2' 5aint9 5aint tends to totally ruin your wor4 i, you attem(t to
sa/e it as something other than a B259 'how it o,, to your ,riends and ,amily and
recei/e criticism as to where you could im(ro/e ne1t time9 Always remem#er to ta4e
comments as a learning e1(erience> and don@t get angry i, they are negati/e> %ust
im(ro/e on it ne1t time9
The Complete Guide To Isometric Pixel Art GB
Chapter 8
Lar&e ;ro/ect= ,our ouse
$4ay> it@s u( to you now9 This is the ,inal challenge9 This will really (ush your
(i1elling s4ills> and what you ha/e learned so ,ar will most de,initely #e re/isited
during this (ro%ect9 I want you to (i1el the outside /iew o, your house in the
isometric (i1el art style9 Remem#er> you can ma4e it as sim(le or as detailed as you
want> it@s u( to you9 I@/e gi/en you the #asics and you should #e a#le to create this
master(iece all #y yoursel,9 Good luc4 and remem#er to recei/e as much ,eed#ac4
as (ossi#le on your wor4> so you can 4ee( im(ro/ing it9
The Complete Guide To Isometric Pixel Art GA
Chapter 8
-ina% 9ords
I@d ,irst li4e to than4 you ,or ta4ing the time to read through this tutorial o,
mine9 It@s ta4en me quite a while to ma4e and I ho(e you ha/e gained some
/alua#le 4nowledge ,rom it9 I@d also li4e to than4 all the (eo(le who ha/e su((orted
me o/er the years9 It@s you guys who really deser/e the (raise and res(ect9 'o
than4 you ,or reading> and i@ll (ro#a#ly see you around the (lace &i9e9 ommenting
on your new (i1el wor4s at +e/iantArt9com)
URhys+
The Complete Guide To Isometric Pixel Art JL
Chapter 8
Lin:s
Rhys+9com V htt(7//www9rhysd9com &my online home)
+e/iantArt9com V htt(7//www9de/iantart9com &a great digital art community)
.#oy9com V htt(7//www9e#oy9com &these guys ins(ired me to start creating my own
(i1el art)
5i1elRoint V htt(7//www9(i1el%oint9com &great community we#site ,ull o, ,ellow
(i1ellers)
5i1el Art 3i4i(edia .ntry 6 htt(7//en9wi4i(edia9org/wi4i/5i1elWart &chec4 out the entry
,or 5i1el Art o/er at 3i4i(ediaH)
5i1elation 6 htt(7//(i1elation9wayo,the(i1el9net/ &a great ,orum ,or (i1el art
showcasing and critiqueH)
The Complete Guide To Isometric Pixel Art J0
A%% 9ords and I*a&es 0un%ess other$ise stated1 contained $ithin this E<"oo:
are cop!ri&ht 'h!s 3a6ies 2>>82 A%% 'i&hts 'eser6ed2
The Complete Guide To Isometric Pixel Art J8

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