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A Pixel Artist Renounces Pixel Art

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Re: A Pixel Artist Renounces Pixel Art

#151

Earlier quoted context omitted.

I thought people prefer the sound of vinyl because it's analog and has a much wider range that digital music. (Not because it's distorted)

Vinyl sounds nice to many people. It has likeable, some say 'musical', distortion. A turntable with a nice amp and speakers is a novel treat to people who have grown up with low-bitrate mp3s and ear buds. Sounds different. And having to work a bit harder and paying attention means you tend to get more out of it. Of course, a well-mastered CD and a nice pair of headphones also sounds great and might be a more accurate…

Α FLAC player with a nice amp and speakers is an even nicer way, and, about the working hard part, I could say the same for waiting tables to buy your music.

I don't know, this all sounds like rationalization to me. Saying "I grew up with vinyl so it sounds more familiar to me" is fine, I grew up with 8-bit graphics and I like them, but they're not objectively better. Trying to rationalize this preference with things like "bigger pixels are easier to see" is a bit disingenuous, though.

Re: A Pixel Artist Renounces Pixel Art

#152
post #85

Earlier quoted context omitted.

So, if we look to the digital art like Pixar, there are a lot of guidelines from traditional animation to make a scene come alive. * Squish and Stretch * Fallow through * Secondary Action These principles really help make dynamic scenes. If you look at the Chun Li animations, you can see that the older one does a better job of using these. I feel like if the HD version took advantage of these, it would look the best…

I can't directly compare the SF3 and SF4 animations: they're just totally different art forms. That said, as somebody who loves pixel art, I still really love what Capcom did with SF4's art style. The artists of SF4 definitely took a bold direction; the SF4 games don't really look like any other 3D fighting games. The characters are cartoonish without falling back on the crutch of cel shading; they're realistic witho…

> The artists of SF4 definitely took a bold direction; the SF4 games don't really look like any other 3D fighting games. The characters are cartoonish without falling back on the crutch of cel shading; they're realistic without looking like drab psuedo-photo-realism. To me they look like childrens' action figures, fighting it out on the screen.

Actually, Arc System Works ironically was the one who pushed the envelope here.

SF4 took a huge number of cues from Battle Fantasia. The "Super-Attack Zoom-in" animation, the dynamic camera movement, "Super Freeze", and so forth.

Its ironic, because Arc System Works made Battle Fantasia as a "learning project". In various interviews, Arc System Works noted that they had very little 3D skill and needed to train everyone up on 3D Animation skills, and the best way to do that was to make a 3D-animated video game.

Then a few years later, Capcom basically takes all the cues from Battle Fantasia and added a decent-style on top of it (the "Black Lines" and a unique style of cel-shading). And of course, Capcom's SF4 cast was much larger, more detailed animation and all that. Nonetheless, it is clear that it was Arc System Works that pushed the envelope in their experiments with the one-off Battle Fantasia.

https://www.youtube.com/watch?v=YZDJenxXPuM

IMO, Arc System Works has done 3D a massive favor here with Battle Fantasia, and they are once again pushing the envelope with Guilty Gear Xrd.

Not to hate on SF4's style of course. I think I prefer Capcom's SF4 style over say... Tekken, DOA or even MvC3. And Capcom definite added a lot of "love" in the art-style. But the _core_ of the animation techniques were more or less copied from Battle Fantasia years earlier.

Super Smash Bros always had the right idea with the attacks however. If you watch SSB:M carefully, the bones of the various characters expand with the hitboxes. For example, Mario's FAir attack has a huge exaggerated fist, and other characters shrink/ grow with their hitboxes. (Which adds for some interesting strategies / counter-strategies, since hitbox / hurtbox manipulation is a major element of high-level Fighting Games).

The Super Smash Brothers series has been the best at communicating the hurtboxes and hitboxes in a 3D environment. And it looks like Guilty Gear Xrd is finally a 2nd series that finally communicates those important cues as well.

----------------------------

Still, it is clear that the 3D Artwork style of SF4 is still relatively new and isn't as a refined of artwork. Again, the Chun-Li animation from SF3 is near the peak of Capcom's animation prowess, while SF4 is probably better described as a great first step for Capcom (even if it is in many ways copied over from Battle Fantasia).

Despite that fact, people are wow'ed by the the zooms, the buttery smooth animations, dynamic camera angles and automated shading. Things that honestly didn't take much effort on the part of SF4 artists. Heck, all of those things basically come for free when you use 3D Models.

Re: A Pixel Artist Renounces Pixel Art

#153
post #73

A big thing about pixel art and it's issues today is that what he mentions as pixel art, isn't so. I mean, he argues about the way the devices scale his art up and change aspect ratio etc. But on the other hand, he compares a picture of Yoshi at the end to an algorithmically smoothed version. However, Yoshi was never intended to look like the leftmost image. The thing is, pixels aren't square. In fact, when we played…

For anyone interested in the topic, here is an article written with dedication about it http://gamasutra.com/blogs/KylePittman/20150420/241442/CRT_S...

Great article. This image from the article is probably the best summary: https://i.imgur.com/Pq2Yra4.png

Re: A Pixel Artist Renounces Pixel Art

#155
The irony about KOF XIII is that purists hate the spritework in that game and it's predecessor because it's not true pixel art.

http://www.noe-v.com/images/articles/terry_sprites01.jpg

KOF XII/XIII sprites were rotoscoped from 3D models. They did this because pixel art is far more expensive. For reference, SNK stated that it costed them around $1m per 3D character in KOF XIII. But the savings come with tweaking the models when they rebalance moves. They can just alter the model. 2D sprites have to be redrawn.

SNK Playmore published a great article which I cannot seem to find now with details on their technique.

The reason purists don't like the look of the game though is because SNK was traditionally known for superb pixel art.

http://images.wikia.com/snk/images/e/e8/Kof99park3bglite.gif

Re: A Pixel Artist Renounces Pixel Art

#156
post #77
post #68

“Whatever you now find weird, ugly, uncomfortable and nasty about a new medium will surely become its signature. CD distortion, the jitteriness of digital video, the crap sound of 8-bit - all of these will be cherished and emulated as soon as they can be avoided. It’s the sound of failure: so much modern art is the sound of things going out of control, of a medium pushing to its limits and breaking apart. The distort…

Great quote. "Too momentous for the medium" reminded me of the intensity created by Sleigh Bell's purposefully overblown beats: https://www.youtube.com/watch?v=XSHJjYwGJNA

That was something I thought of immediately as well. And Times New Viking: https://www.youtube.com/watch?v=iQJvAXOohoU

Re: A Pixel Artist Renounces Pixel Art

#157
post #68

“Whatever you now find weird, ugly, uncomfortable and nasty about a new medium will surely become its signature. CD distortion, the jitteriness of digital video, the crap sound of 8-bit - all of these will be cherished and emulated as soon as they can be avoided. It’s the sound of failure: so much modern art is the sound of things going out of control, of a medium pushing to its limits and breaking apart. The distort…

>CD distortion, the jitteriness of digital video

Too bad for him that such things do not exist.

Re: A Pixel Artist Renounces Pixel Art

#158
post #68

“Whatever you now find weird, ugly, uncomfortable and nasty about a new medium will surely become its signature. CD distortion, the jitteriness of digital video, the crap sound of 8-bit - all of these will be cherished and emulated as soon as they can be avoided. It’s the sound of failure: so much modern art is the sound of things going out of control, of a medium pushing to its limits and breaking apart. The distort…

>CD distortion, the jitteriness of digital video Too bad for him that such things do not exist.

> jitteriness of digital video

Not the same thing, but "film grain" is a thing.

Re: A Pixel Artist Renounces Pixel Art

#159
post #68

“Whatever you now find weird, ugly, uncomfortable and nasty about a new medium will surely become its signature. CD distortion, the jitteriness of digital video, the crap sound of 8-bit - all of these will be cherished and emulated as soon as they can be avoided. It’s the sound of failure: so much modern art is the sound of things going out of control, of a medium pushing to its limits and breaking apart. The distort…

This reminded me of Ludum Dare right now, because the rankings for the most recent jam are just in: the top 100 is almost exclusively comprised of faux 8bit games. I don't mind the graphics so much, usually, because they are only retro to a point, and they do tend to cheat in places that enable the end results to be pretty. But if you look at the top 100 of sound/music rankings, almost all of those are absolutely jarring cacophonies.

Re: A Pixel Artist Renounces Pixel Art

#160

Earlier quoted context omitted.

Personally, I haven't received spam (with Gmail) in years. My university outlook account still receives a lot though.

As a teacher I've had the opposite problem: students whose email (sent from university email addresses) got caught in the SPAM filter. All of them had Russian names.

This. Gmail and co (Microsoft I an looking at you) have "solved" spam by classifying everything as spam until proven innocent.
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