Pixel Art 6
Pixel Art 6
Pixel Art 6
Chapter 5: Dithering
Introduction
Dithering is a technique to make gradients using limited colours.
You use patterns to mix colours.
With only a few colours you can create the illusion of 3 colours or more!
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When to use dithering
Too much dithering causes your pixel art to look ROUGH and GRAINY.
It gives pixel art an unnecessary gritty texture.
BUT
Large cel-shaded gradients without dithering result in FLAT and STRIPED areas.
Over time, game graphics added more and more colours. Dithering is less common now.
It requires a lot of space to be used properly, so that’s why it’s rarely found in sprites
but occasionally in backgrounds. It also harms readability, as seen in Chapter 4, p.26.
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This is a sprite from Monster in My Pocket (NES). The fully dithered version on the top left is the
original as it appears in the game within NES limitations. The others are modified versions.
PROS CONS
DITHERING + Good for limited colours - Rough and gritty
+ Skies or vast backgrounds - Time-consuming
- Unnecessary texture
- Not suitable for sprites
- Useless for high colours
- Hinders animation
- Wobbling frames
SMOOTH SHADING
+ Small sprites and tile-sets - May look flat
+ Readable sprites - Doesn’t do gradients well
+ Better for animation
+ Soft painted or celshaded feel
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Checkered dithering
These are the most common patterns you will find as they offer the most variety.
Below are all the levels of brightness within the checkered ‘family’.
You can choose how many levels of If you get to work on larger areas, you
dithering you want between 2 shades. can freestyle the dithering a little bit,
It all comes down to preference or the as long as you never have a wide pixel
length of the gradient or how many (2x1 or 2 pixels that touch each other).
shades you have.
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Dithering for curves
Curves can be trickier to dither, so make sure to fiddle around to see how it looks. Sometimes
you may get double pixels that look out of place. When this happens, you can select
and slide the dithering you’ve already got, rather than redo it.
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Contrast
When you have no colour limitations, you should use dithering with caution. It’s best to avoid
it. Your goal is to have dithering seamlessly blend colours without them standing
out. If the difference between 2 colours is too high (high contrast), you probably shouldn’t
dither.
With low contrast, it feels softer. with high contrast, it’s quite harsh!
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Other patterns
Parallel lines
A type of dithering found in Genesis/Mega Drive games, but can be used today for stylistic purposes.
For CRT TV’s, they are more effective 50-50 dithering than the regular checkers.
Lines can be used as smears or blur with limited palettes. Lines work better for blur than
checkerboards do. This only works for limited animation, NOT smooth animations.
Checkers are more suited for gradients. Parallel lines were for buffer-shades and opacity tricks for
old CRT televisions. For more examples, check page 16.
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Discontinued lines
Pokémon Mystery Dungeon Strip Poker: aSGoC (PC DOS) Earthworm Jim
3: EoS (NDS) (Genesis/Mega Drive)
Dents
Intertwined Dithering (woven, overlapped, etc.) has patches of dithering enter much darker
or lighter patches. The gradient sometimes goes back to lighter patches on its way to the
darkest shade. Different patches of checkers are weaved together.
If you have trouble doing this manually, make 2 layers of dithering, and have them overlap!
You can still do this manually, but having 2 layers makes it easier not to get lost!
Randomized dithering doesn’t have much thought put to it. You still need to make
sure the gradient seamlessly flows from light to dark. Random dithering can be obtained by
randomly hand placing pixels here and there. However, it’s usually the result of filters,
photo-manipulation or spray-paint tools.
This isn’t really hand-crafted pixel art, so it’s still advised to manually fix it.
It can appear quite lazy, so use it in clever ways and on big canvases.
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Stylised dithering
Get creative!
The previous forms of dithering were quite rough. With stylised dithering, you can apply
your own textures to create gradients without that gritty feel! Remember, that you
need space to use these.
Stylised dithering is a great way to get started and have fun with textures!
Gradients are the transition from light to dark. Textures are the feel of material.
Stylised dithering can be a combination or both, or just regular gradients.
Textures don’t always need a gradient from light to dark!
Dithering can provide texture if you use it for patches, but not as gradients.
Yoshi’s Island is bursting with stylized dithering. On this screenshot alone there are many examples.
Another thing to notice is that Yoshi’s Island chose to have smooth cel-shaded gradients for the sky.
There is no dithering and it holds up well.
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More than just gradients
Breaking through cel-shading
A modern way to use dithering is to break through cel shading. Even with unlimited colours,
dithering sometimes imitate soft shading. Think of this usage of dithering like a smudge brush.
Mixing colours
Dithering can help you blend colours, especially on blurry displays. You’ll only use this
technique if you’re working with limited colours, though.
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Let’s see this technique in use with some parallel dithering used in this Genesis/Mega Drive
sprite. The results don’t look pretty by modern standards, but it did look nice on CRT TV’s.
Computer graphics after this point would have more colours and even transparent (alpha)
layers, so this technique is extremely rare nowadays. However, older graphical displays
such as the 4 colour CGA mode hugely benefited from having extra values by blending cyan,
magenta, black and white!
We briefly discussed this in chapter 3(page 25) where with 4 colours you can easily obtain
more values!
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Brushes for dithering?
When dithering is time-consuming, there are ways to use dithering-brushes!
Some of these programs use dither patterns or brushes that help you speed things up.
No need to “copy-paste” all those checkers.
More interestingly, game artist and game developer Dan Fessler (@DanFessler) studies HD
Index painting for Photoshop which makes dithering easier to manipulate.
Article: danfessler.com/blog/hd-index-painting-in-photoshop
Preview video: youtu.be/7Q36EyvaYG8
Support the indie game Chasm! www.chasmgame.com
Remember pixel art is about control, so make sure to manually fix your results!
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Before transparent layers...
The Sega Genesis (Mega Drive) heavily relied on lined dithering. It blends colours when
playing the console on lower quality outputs (North-American co-axial cables, RF
outputs or PAL antenna cables).
Top to bottom:
Comix Zone, Earthworm Jim and Donald Duck in Maui Mallard (Genesis/Megadrive)
The Super Nintendo, had dithering early in its life-cycle, but later games used proper alpha layers.
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Dithering isn’t new
Dithering can be traced back to many older artistic methods.
(Cross) hatching is the oldest form of using patterns to show tone and value by using
just 1 colour. It can be found in pencil drawings, printmaking, etching, woodblock etc.
By Jenna Brown
Pointillism also requires small distinct dots to create an image. Traditional art isn’t limited
to a grid, so this way of mixing colours is organic and free-form.
Monochrome graphics, such as MacPaint can only show 2 colours: black and white.
Many pixel dithering patterns were used to show grey-scale.
You most likely won’t use it much. It can be quite time-consuming and tricky to get right.
You can choose to avoid it and stick to clean, solid shapes.
Dithering is a powerful tool nonetheless. There are some marvellous things to create with
each pattern. If you do choose to have dithering, use it with moderation.
It shouldn’t stand out or clash with other visuals.