I'm a huge fan of hand drawn game art that looks like a lot of love has gone into it. Dosn't have to be pixel, but a lot of time it is. Bravely Default had some really nice hand drawn art that I appreciated a lot.
You can tell when somebody used it because they love it as opposed to somebody just cashing in on the "retro" craze.
Likewise I am really hoping for a boom in low-poly high texture games. Something really appealing about it's simplicity and limitations to me.
>>285991472 I see your point, but art is not like engineering. You can use not-top-of-the-line means and get good results, where as in engineering you NEED the most reliable, precise and simply the best tools to get the job done, otherwise it's subpar.
Look at the dudes that make drawings in sand, some of them are fucking amazing although there are face better ways to make a drawing. Art is after all subjective. Hotline Miami is pixel art and it did its job as far as I'm concerned
>>285997748 So I can't speak to the quality of this guys guides or anything because I don't back kickstarters or patreons or whatever. However this dude does some good stuff from what I can tell and he does the pixel art for JonTrons videos. They might be worth checking out. Like I said though it could be shit I have no clue.
>>285991028 >wow imagine if this painting was a photograph, wouldn't it look much more realistic like that? >Imagine if this game had a more realistic artstyle instead of this cellshaded shit, wouldn't it be so much better
This is the stupidest excuse ITT. Pixel art is still a thing for the same reason low-poly models are still a thing for the same reason pointillism is still a thing. Thriving through limitations of a medium, whether self-imposed or not, is how good works are made.
Pixel art has gotten a bad name over the years for lazy indieshits using it as a copout for shitty, uninspired art/ games, but immediately disregarding it as a whole is fucking ludicrous; Good art can come in any medium, just not everyone can make good art
At its best, it can be infinitely more charming than even the best 3D models. However, too many indie and low-budget devs use it as a crutch, assuming that they can use the "retro" aesthetic as an excuse for mediocre art.
>>285990906 >less effort Something like Dragon's Crown probably takes less effort than 90s era sprites because of fewer limitations to work within. People who actually made sprites back in the 90s say that things are much easier now.
>>285998743 >>286004129 Hey, guys. Did you know you can make PIxel Art using Blender 3D software now? Make of this what you will. http://www.cgchannel.com/2015/02/this-free-blender-shader-turns-3d-models-into-pixel-art/
>>286003108 So much this. When you are drawing you can easily fix the form if you know how to draw and make the animation flow how you want it to. With pixel art, every god damn pixel moves major masses so it's really hard to get the animation to flow the way you want it to.
Unless you are doing those indie shit "retro" games, animating something like megaman x while trying to capture the movement you would see in something like disney is really hard.
It really depends on the things we're comparing. Art like Metal Slug or King of Fighters would definitely be way more effort than just making 3D models, but most games now don't even approach that level of mastery. The kind of art you see in your average indie game like Fez is pretty damn easy to do, provided you're already decent at art.
>>286004332 >But if it takes more work like proponents of it seem to be saying, why is it the hallmark of a lazy game dev? Note, I have no idea which takes more effort. It only takes more effort if the pixel art is the same quality as high quality sprites. What modern devs do is use what they call "8-bit sprites" that mimic really old games. They use the "retro look" excuse to use very basic and uninspired pixel art.
>>286004516 I'm asking why to understand the draw. Your post just said people like it and that no ones forcing me. Needlessly defensive and completely unhelpful.
>>286004598 So its easier to make art that doesn't look like utter shit with minimal effort with pixel, but to make the high quality pixel art takes much more time? So pixel art's time to quality graph would be kind of an inverse of regular art?
>>286004848 And adding on to that, the minimal effort pixel art hides behind the retro aesthetic to excuse the laziness? That about right?
>>286004982 >And adding on to that, the minimal effort pixel art hides behind the retro aesthetic to excuse the laziness? That about right? Yeah, that's what I'm saying. I'm not talking about all pixel games, obviously. Shovel Knight was true to its choice in aesthetics, and I commend them for their work. Same with a few other retro looking games.
>>286005371 No, I am not. I'm some pleb who pirated CS6 to try this out. >>286005386 Someday I want to make a gritty side-scrolling RTS game involving WW1 style combat, so I'm working on sprites for it. Glad you like it!
>>286005559 >But that doesn't seem to cover the more detailed pixel art like That's really just appreciating the aesthetic. Pixelation has existed longer than Pixel art has, and was appreciated as an art form long before computers, as people just enjoyed the aesthetics created by blending thousands of small dots together to create a larger image. Pixel Art is the same, in that it's simply a medium used to create visually pleasing pieces. It's really just an acquired taste, the blocky appearance of the pixels appeals to a lot of us, and the art created in low and high resolutions with it is attractive.
>>286006001 >as people just enjoyed the aesthetics created by blending thousands of small dots together to create a larger image So a kind of modern, digital evolution of Pointillism? My only issue with that is that the inherent size limitations of pixel art seems counterproductive to that form of appreciation.
>Used to sprite a bunch in high school >Made friends with a professional who helped me improve through strict teaching >made me want to go into gamedev >drive for spriting disappeared after one semester of college
Fuck I haven't made anything new in two years. This is probably one of the last things I remember making. Why does college just suck the life out of everything I do?
>>286006076 So something like Cartoon Wars/Arel Wars? Or Castle Fight from Warcraft 3? I'm not sure if the exact genre definition exists for those, some call it tug of war I think. https://www.youtube.com/watch?v=gdJ-OR_HwmY
>>286006532 for some its going from doing something for yourself to doing it for a grade. It isnt fun anymore because your expected to meet a certain standard, instead of improve yourself for yourself. If you really do enjoy it/miss it, try picking it back up, maybe ull find that you still enjoy it
>>286007270 The ones that have been discussed in this thread. That the amount of effort required of high quality pixel art inherently kills the possibility of creating large resolution art. See >>285990923
>>286006449 I wouldn't totally call Pixel Art the evolution of Pointillism. In a way it is, but it would require the art to be a very specific size. The thing about Pixel Art is that it is in part a celebration of limitation. Pixel artists often employ rules unto themselves to create Pixel Art using a small number of colors, or small resolutions. That said, Pixel art is still a medium, and doesn't really require those limitations to exist. That's why large pieces like Elk's Deathwing are considered Pixel Art, despite being so highly detailed to the point it borderline doesn't look Pixelated. In this case though, it's really hard to say why anyone would choose to use Pixel Art to draw it. The most likely thing, is that the artist wanted to create something massive with only a few colors. Elk in this piece uses only 64 colors total.
>>286007614 >The thing about Pixel Art is that it is in part a celebration of limitation. Pixel artists often employ rules unto themselves to create Pixel Art using a small number of colors, or small resolutions So part of the appreciation of pixel art is in the appreciation of the work of the artist, not necessarily wholly the finished product? Knowing that they accomplished the image with those restrictions in mind?
>>286007531 There's nothing inherent about that. Would it be crazy and take a long time to make a really big piece with pixel art? It certainly would, but there's nothing that stops it from being possible or from being pixel art, as long as the attention to the detail is at a pixel level.
>>286008145 It would depend on whether the individual appreciates the aesthetic, or the work. Personally, I don't think art should be appreciated for the method, and enjoy pixel art simply for its aesthetic. Sometimes though that is the case, and it's very possible Pixel Art is appreciated as much for the method as the finished product.
>>286008450 >Would it be crazy and take a long time to make a really big piece with pixel art? It certainly would Then pixel art is inherently difficult to scale. I don't see what hair you're trying to split here.
>>286008668 >Personally, I don't think art should be appreciated for the method, and enjoy pixel art simply for its aesthetic How do you feel about >>286007614 then? It would strike me that you would not be a particular fan, at least not for its pixel aspects. It lacks the aesthetic more than most and the effort does not impact you.
>>286007693 You really don't. The big difference is that you don't need to know how to draw good lines in pixel art, but you need to know how, for example, make a smooth curve at a pixel level. The other concepts, such as shading and colors, are mostly shared between any visual medium, even if there are some exclusive quirks for each of them (such as dithering for pixel art).
>>286009104 >How do you feel about... You're completely right. I show that image often to display either the effort given, or the resolution flexibility. But, aesthetically, it doesn't appeal to me. As much as I can appreciate the effort, I think it would have been a much better idea to just paint it regularly.
>all this extremely detailed still image pixel art Yeah that's cool and all but when you're making art for vidya it all comes down to animation. I'd be REALLY impressed if you could maintain that detail over a hundred frames of animation.
Slick animation can even save otherwise simplistic pixel art, like in pic related It's probably traced from 3D isn't it
>>286009943 I think so its rotoscoping since they just trace over real life motions capture in pictures. But Im not sure since there's no dev source interview anywhere since this game is criminally underrated
>>286009104 I assumed you were thinking there was a point where pixel art stoped being pixel art, due to the sheer size of the picture.
While we're at that, I do think the pixel art you linked to, >>286007614 , retains some level of pixel aesthetics. The background is filled with anti-aliasing and could very well be done in a more traditional digital way and have the same look, but some parts of the dragon have pixel clusters and all that jazz that's part of the pixel art aesthetics.
>>286009943 >>286010360 To show how quirky these characters are we put a lot of effort into the animation. We spent time in making full body character models. What’s interesting is we made them in 3D first. Usually, people would use motion capture, but we didn’t want them to be super realistic so we didn’t go through the whole motion capture process. We made each of the 3D models by hand and hand animated to them. This gave them an element of quirkiness, weirdness, that bit of individual style. Once we had them in 3D we rendered them into the 2D sprites you’ve seen.
Read more at http://www.siliconera.com/2010/08/16/ghost-trick-director-explains-why-he-made-the-lead-character-a-ghost/#wdQFG6iW7dt5yJZZ.99
>>286015654 I think Loomis is a pretty great starting point, so the first option. Gesture drawing is very important, but its main function within a detailed figure drawing is to remove the stiffness that naturally comes from drawing something complex.
Keep in mind, I'm very far from good at this, so it's probably better to ask /ic/ for a better answer to your question.
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