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ISOMETRIC
How to Create anIsometric Pixel ArtNeighborhood Block inAdobe Photoshopby Ren Alejandro Hernndez 18 Dec 2014
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This post is part of a series called Isometric Pixel Art.
How to Create an Isometric Pixel Art Vehicle in Adobe Photoshop
Create an Isometric Pixel Art Apartment Building in Adobe Photoshop
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What You'll Be Creating
One of the best traits of isometric pixel art is its expandability; if you have alreadymade basic, recyclable elements, you can reproduce them and put them alltogether in ever-expanding scenes.
That's what we'll be doing in this tutorial. We'll gather our assets and put themtogether to make a neighborhood block. You'll have a small environment, but withenough time and effort you should be able to eventually make a wholeneighbourhood or city!
I've written three tutorials that precede this one. You'll need the tips and lessonsfrom them as well as the assets created in them, so I advise going through them,preferably in this order:
Isometric Pixel Art CharacterIsometric Pixel Art HouseIsometric Pixel Art Vehicle
If you're caught up, then congrats! you're ready to start!
1. Gather Your Assets
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We already have a decent number of assets from the previous tutorials. Rememberto archive them; try to keep all the originals and any modified versions for anyfuture reuse.
The items we've made are quite generic so they'll work fine for duplication. Ourscene could look a lot more alive and thought out if we don't settle for only thegeneric elements and add a handful of unique items, be it funny characters,unusual vehicles, signs, graffiti or landscaping and architectural elements.
But for now we'll mostly use what we already have.
Here's what our elements look like together:
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We'll put three houses on our block, but we'll change their colors so no two housesare exactly the same, at least in that regard.
2. Modify the Colors
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2. Modify the Colors
Luckily for the vehicle we already have a nice variety of colors, per the last step ofthat tutorial:
For changing up the houses we'll be working mostly on three color areas: the walls,the roof, and the door. We'll leave the white corners and edges and the windows thecolors they already are.
Step 1Duplicate the house until you have four, all in the same layer. Now we'll select the
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areas to change across all of them. Let's start with the roof.
We had one basic color but in about four shades, so let's zoom in and select allshades. This is done with the Magic Wand Tool, leaving the Contiguous tool optionunchecked. I like setting the wand at 0% tolerance because after I pick a color Imake sure to reuse it in all related areas.
To select all shades you should be zoomed in. Start with one of the shades byclicking any part of the roof with the magic wand. Then, holding down Shift, you'llselect more of the shades until the selection is a solid block that includes all the roofshades (but not the black, or near black, outlines).
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If the Contiguous tool option was unchecked, the selection will have been applied to
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all of the house copies. Now let's copy, paste onto a new layer, and go back to thehouses layer to repeat the process, but this time for the wall. And then once morewith the door.
You should end up with the houses on one layer plus another layer with just roofs,one more with walls, and another with doors.
Step 2Now with the Rectangular Marquee Tool select one of the roofs and alter its hue,saturation and/or brightness (Image > Adjustments > Hue/Saturation) settingsto your liking. This is much easier than filling it all with a new color that might noteven look as good as originally thought. If the colors you end up with are nice butthe textures and contrast get a little lost, then try adjusting their brightness andcontrast (Image > Adjustments > Brightness/Contrast) or use the Color Mixerand Paint Bucket to manually get each color right.
These are my roofs. They're not all that different, but then roofs will rarely havecolors that aren't dark and low in saturation.
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Step 3Repeat the same process for the walls, but now taking into consideration how thesenew wall colors complement the new roof colors.
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Step 4And then the doors.
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We can now merge these layers into one to finish up the different colored houses.
3. Map Out the Layout
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I decided to use the three new houses for my block as I liked the new colors betterthan the original blue one.
Let's go back to focusing only on one for now to make the surface layout.
Step 1We'll need a driveway, and we'll have it line up with the small protruding section ofthe house. Draw a couple of parallel surface lines in a new layer like this:
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They should be long enough for the car to fit.
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Step 2Go ahead and close that area off at the length you like with a long perpendicularline. This will define the driveway and front lawn.
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Step 3Now we'll add a few more lines for the edges of the property.
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And one more line for the edge of the backyard.
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Now we've defined the property entirely.
Step 4Let's add some color to our surface. It might be easier to make the foregroundlayers invisible for a while to add any lines or pixels missing to separate our areas.Feel free to try any shade of green for the lawn and some light grey for thedriveway.
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Step 5Now what's missing is a small walking surface that leads to the front door of thehouse. You can make this in many shapes, but just remember to add it; the frontdoor shouldn't lead directly to the lawn.
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4. Divide and Multiply
It's time to set up some divisions between neighbors: we'll be adding a fencearound the backyard.
Step 1We'll have to do it in two new different layers; one of them will be over the houselayer and the other one under it.
Here's the one that's over the house layer. We can start our fence with a simple
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Here's the one that's over the house layer. We can start our fence with a simpleL shaped outline, coming out of the side of the house and then lining up with theedges of the property.
Step 2Here I've added a wood-like color and darker lines inside to denote some borders,as the fence style I've chosen to draw does have borders.
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Step 3Here I added a subtle texture of darker vertical stripes. The fence is a succession ofwooden boards put together.
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Step 4We should add highlights to the usual areas: the top edges and the frontmostcorner.
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Step 5And because of the style of fence I chose to make, it also makes sense to addsome darker lines. Fences are usually modular, and it's a nice detail to show theseams; it makes the fence less boring. Remember to keep the seams regularlyspaced.
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Step 6The two sides of the fence are facing in different directions, so they should havedifferent lighting, lest our fence lack dimension. Keep the lighting in keeping with thehouse's: if the right side of the house is darker, the right side of the fence should beas well.
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Step 7Now we'll need to fence the rest of the backyard, we'll do this in a new layer underthe house's layer.
Since you already have drawn the fence, you only need to copy, paste and alter itand you should end up with something like this:
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The front parts of the fence, the parts that reach the house, should be at the samelevel.
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Step 8Now we'll multiply the whole property. You'll want to group all layers into a folder,and then you can move the whole group while holding down Alt to make a duplicateon the fly.
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Do it twice to get to three properties. This should make for a pretty nice block size.
Step 9Now we should replace the copied houses with the different color houses we havealready made. Simply paste them into the proper layer.
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Do the same thing with the cars. We already have a bunch of different colors solet's switch them up. One of the houses could be without a car to break up therepetition even more. We could have our character standing by the front door.
It may still look a bit monotonous but that's not rare for a suburb. We have given all
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of the houses some nice differences.
5. Blend in and Finish the Surface
Now we should make all elements look like part of one unified environment.
Step 1Start by removing all the unnecessary dividing lines (the lines where surfacesmeet).
I recommend pasting all the surfaces onto one layer, and then covering the blacklines that separated them with more green.
I like to apply a similar notion to many more lines. It may be subtle but I think it's forthe best: the lines where the fences from different houses meet don't need to beblack, the lines in between the grass and concrete can be a dark green, the blacklines in front of the driveway won't be needed, and for all lines where vertical andhorizontal surfaces meet, even if they're different colors or materials, I like to softenthem if they're in direct contact.
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Step 2To prettify our concrete vs. grass lines we should make these corners round:
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Step 3We can give a tiny highlight to the grass, so it looks as if it rises just a bit from thelevel of the concrete. This can be done quickly by selecting the dark grass outlinewith the Magic Wand Tool, and then moving that selection up by one pixel andfinally filling the selection with the highlight green (with the paint bucket contiguousoption checked off).
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Step 4We've done textures before, but have applied them manually for more precision.This precision won't matter, because we just want to make the grass look less solid,so we'll make a pattern.
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Draw some alternating darker (or lighter) pixels. You might want to try and see howthey look when tiled before making the pattern. The pattern I'm using is as simpleas this:
To create it, you would to make a selection as shown above (one edge should startwhere the opposite ends) and then go to Edit > Define Pattern
Then to apply it, you'll take your Paint Bucket and select Pattern instead ofForeground in the tool settings. Search for your newly created pattern among thepattern gallery and fill the grass area with it (contiguous should be checked off).
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Here it is already applied. Maybe my pattern is too subtle, but I don't really wanthigh contrast there. I just don't want it to be a solid color.
Step 5We'll need a sidewalk to go all around the block. Start with an outline; it doesn'tneed to be far from the lawns' edges, but it should ideally be at the same distance
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need to be far from the lawns' edges, but it should ideally be at the same distanceon all sides from the lawns' edges.
Step 6Fill with the the same grey color of the driveways and round those edges.
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Step 7And add dimension to the curbs. You can nudge the whole surface down a fewpixels and then Alt-nudge it back up and fix all the pixels in between. I hope by nowyou know the drill: highlights on the frontmost corners, darker shading on the sides.
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Step 8The cars will need help to get to the driveways. We'll have to make ramps for them.
This is the area that each ramp will use. We can start with some simple lines just todenote where the ramp will go.
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Step 9Here I made the whole ramp a slightly lighter grey, as if it's catching the light a bitmore because of the different angle. I also rounded the corners and added a line tounite both surfaces. It's jagged, which isn't ideal, but we'll make it low contrast anddithered so it'll look fine.
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Step 10Here's the finished ramp. Most lines were softened in tone because the whole thingis quite flat and should barely stand out. I added dithering to reduce the jaggednessand contrasts but ideally the dithering shouldn't add too many colors; don't use theGradient Tool.
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Step 11Copy and paste the ramp for all houses.
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Step 12Time to hit the streets: we should have some asphalt color as background. Bestapply it on a new background layer.
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Step 13Add some street lines all around the block, either on a new layer or on the sameone as the lawns.
The should be just wide enough for cars to fit. The dashed lines should ideally beevenly spaced. The crossing lines can have different styles but two parallel lineskeep things clean. Also I don't use white because these lines aren't details I want tohave much strength graphically.
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Done!
The block is finished. If you want to tile your block you can select all, uncheckvisibility to the asphalt layer and copy all (Command-Shift-C), and then paste andalign and order the layers correctly to get infinity blocks.
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It would be great if we already had more models and rear views of cars, morehouse designs and other buildings, more characters and unique details and treesand bushes to make our scene much richer. But that all takes time and effort! I stillhope this tutorial gives you a pretty nice idea of how you could continue to grow
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your environments infinitely.
Hope you enjoy, and good luck!
Difficulty:
Intermediate
Length:
Long
Categories:
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About Ren Alejandro Hernndez
Ren Alejandro Hernndez lives in ElSalvador and has been working on pixelart, especially the isometric kind, for over
10 years.
Creating Isometric Pixel Art $15
Create an Isometric Pixel Art OfficeBuilding in Adobe PhotoshopDesign & Illustration
Create an Isometric Pixel ArtApartment Building in Adobe
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Aleksiy Alekseychuk 2 months agoGood like :) Game?
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Diman Borox 3 months agoI like this tut! pixels are powerfull, and isometric pixel style means looking fast-made content, I love it!
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