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File: KwU.png (4 KB, 420x420)
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Pixel art is easy as fuck

So why do so many indie devs suck at it
>>
>>727459161
Someone who can't draw can't even manage the "rough shape" step.
>>
>yo AI do it for me
it’s that easy
>>
>>727459161
What does Poland have to do with pixel art?
>>
pyw
>>
>>727459296
fpbp. just use words to describe it like a poet instead.
>>
>>727459161

Top has more soul than bottom
>>
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>indiefags are actually proud of this
>>
>>727459440
>yo Xbox
>>
>>727459161
what makes that oasis Polish suddenly tho?
>>
>>727459161
i kinda like how the top left looks
>>
>>727459994

It's got a wrecked Golf GTi VR6 with Adidas stripes in the bottom of the water
>>
>>727459161
Pixel art lies in the interstice between art and technology. If you don't have a technological brain, then it doesn't matter how artistic you are: your pixel art will look like hot garbage. Same as if you have a technological brain but not an artistic one. You have to have both.
>>
>>
>>727459161
Normal art is already hard.
>>
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>>727459919
thanks for showcasing this "pixel art" in an overcompressed video that looks like absolute shit. i can totally see all the pixels.
>>
>>727459161
people who don't have art fundamentals can't do the "rough shape part" much less the shading part
>>
>>727460269
Did the celeste devs really try to be retro though? Not all pixel art tries to imitate retro games. In fact I'd say most of it doesn't.
>>
>>727459296
the rough shape is easy, the outline is the hard part. how would i know what to expand on or add
>>
>>727460906
>ctrl click on the layer
>make a new layer underneath
>nudge up by one pixel then fill with black
>ctrl click on the layer again
>nudge left one pixel, fill with black
>repeat with right and down
>perfect outline
>>
>>727459161
Cool, now show me your fully finished pixel art game
>>
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>>727459161
Well that's just one icon. You need to make tilesets and characters and animations too.
>>
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>>727459161
>pixel art
>it's always some 32x32 garbage with zero details
>>
>>727459161
Alright now make a character that is proportional to that oasis
>>
>>727461192
>zx advent out of nowhere
>>
The reason why pixalart used to be good is because it was a technical limitation so people had push themselves fully to get the most out of it.
People misremember the style itself to be the main selling point while the consoles were more concerned with upgrading to the next limitations asap.
>>
>>727459161
good pixel art was made by good traditional artists doing everything they could to transfer their skills to the limited technology of the day.
>>
>>727460269
Celeste wasn't supposed to be retro, retard. You merely interpreted it that way to be angry at something.
>>
>>727461921
Okay? Nothing wrong with breaking those limitations and using more detail. Doesn't suddenly make it not pixel art.
>>
>>727462630
not what i'm saying, i'm literally saying that good pixel artists were good artists back in the day.

modern pixel artists are mostly people who got into it because they thought it's simple and doesn't require knowing much about art, and so you get bad pixel art by bad artists.
>>
>>727459919
Well, it’s definitely no Trials of Mana…
>>
>>727461040
im saying that from the rough shape -> outline, there is clear filler added to the trees along with some other minor stuff around the oasis. applying that to a different scene like a city would be a bit more difficult
>>
>>727459161
where did the reeds go in the polish section
fucking soulless
>>
>>727459161
>Pixel art is easy as fuck
You have to draw everything by hand so it's definitely not easy. Maybe easy to learn but not to pump out.
>>
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>>727462794
in fact, i think i can recall an anecdote from mark ferrari when he was being hired by lucasfilm games back in the 80s, he never even used a computer before and said he didn't think he was the right person for the job, and they told him
>we find it's easier to hire artists and teach them how to use a computer, than to hire computer technicians and teach them how to do art
>>
>>727459161
People assume pixel art is easy because it's low resolution, but it requires decent art fundamentals as any other medium. I've noticed good painters make good pixel artist generally, having a grasp on color theory helps exponentially.
>>
>>727459919
This looks like Habbo hotel.
>>
>>727459161
Where are the steps between shading and polish?
>>
>>727461040
Or just use outline in aseprite. One-click.
>>
can't you make a high resolution image, apply a linear downscaler filter and change the color palette to 256 colors or smthin
>>
>>727461401
Because when you're making a game you decide what screen resolution the game will be made for. Like 640x480, 320x224, 320x240 etc. And then you decide how big your player character should be. 32x32 on a 320x240 basically is 10-13% of a game's width which is more common for action platformer where you need space to move your character around and still see ahead like if an enemy will be on the screen too. You'll also have to decide on the size of tiles too. 8x8, 16x16 etc.
>>
>>727459919
>Put too much effort into the art
>The gameplay sucks
I hate when this happens
>>
>>727459161
there are plenty of indie devs that are good at it too
>>
>>727459919
Someone put a lot of work into that. Go fuck yourself.
>>
>>727460337
The right one is Hotline Miami 2
>>
>>727459161
>Pixel art is easy as fuck
Then why does your pixel slop oasis looks like DOGSHIT?
>>
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pixel art is easy in that anyone can do it.
pic rel is something I drew in old noita threads. Took me 15-20 mins and im a talentless gamer.

but art itself is hard. The idea to start and the drive to finish is the hard part of any medium. I watched my father paint for hours day after day and he never tired of it. That makes an artist.
>>
>>727466748
hamis
>>
>>727459919
Damn, HeartBound looks like that?!
>>
>>727459706
The water was blue, like an oasis. The sand was hot and dry, also like an oasis.
>>
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>>727466819
Thats Mr Hämis to you, anon.
>>
>>727459161
>polish
what does poland has to do with it?
>>
>>727466748
im glad your gay dad wasted his life and couldn't teach his retarded kid how to enjoy creating things
>>
>>727466748
>this took me 15 mins btw
Gay and fucking fake. You are either an artist or you are straight up lying. Fuck off
>>
>>727459161
>colors changed during the outline step
>new interior details popped up too
>>
>>727467035
My father painted because he loved painting. Women, fish, landscapes, boats, and other things. He didnt paint those things because he loved them in the way that Ive drawn a handful of things for noita threads because I love noita. Thats what made him an artist I think.

>>727467138
You misunderstand what makes pixel art easy, anon. If you open a 250x250 canvas in mspaint or whatever, youl find that even a 1pixel pencil is huge.
Anyone can do it and its very fast. The hard part is and always will be making art itself and putting in many many hours to do something youre proud of. These are just fun doodles i did because notia is cool.
>>
>>727466748
I agree with the other anon, 15-20 minutes is absolute bullshit. All the shading and detail on the barrel alone would take that amount of time.
>>
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>>727459161
1>3>4>2
>>
>>727463740
holy fucking shit i love point and click slop
>>727465565
lawl
>>
>>727467865
take a closer look at all these details you think would take large amounts of time. The grass are scribbles with a 1 pixel pencil. half a second each. the hamis are unshaded blobs. The barrel is a rough outline and 2 colors with scribbles on it. That blured texture is literally a scribble with a soft brush.
You wanna know what took the longest? the sawblade projectile, beacuse its stolen straight from the sprite and I had to go find it on the wiki and transform it.

But I probably sat on the idea for hours before opening photoshop. I also had 200 hours playing noita to know the colors, character, and vibe.

Seriously. Pixel art really is easy. Open up mspaint and just start drawing as soon as you have an idea. It takes no time at all.
>>
>>727466278
lmao
>A for effort!
It's shit. It doesn't matter if it was someone's life work, I'm not going to just magically think it's not shit.
>>
>>727460230
Explain. Why wouldn't a good regular artist be able to make decent pixel art? Really good contemporary artists (not modern art creating 'fine' artists) need to have a solid technical grasp on their own tools or software, lighting, limited mood palettes and so on as well

The coom artist you follow on twatter has more technical expertise than you'd think at first glance.
>>
>>727459161
Isn't it mostly an exercise in abstraction? Like if you're making something out of a limited number of colored squares there's a lot of creative potential in how you reduce the details of what you want to draw into that limited number of squares.
>>
>>727460859
No, Celeste was never trying to be retro. It was just pixel art. Retro games don't have a monopoly on pixel art.
>>
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>>727469120
Not always. If all you want is averaged colors, you can just do that with a handful of filters in photoshop.
>pic rel
If instead youre trying to create unique characters and environments in low res, youre probably creating them as if they existed already in that low res universe. Like noita, where every pixel acts as a molecule.
>>
>>727461192
Deep
>>
>>727459161
Okay now animate it so the sun reflects off ripples in the water while the trees gently sway in the wind.
>>
>>727460859
>>727469426
Celeste was too busy being a tranny to think about good art.
>>
>>727459919
Imagine if Stardew Valley looked half as good.
>>
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>>727469640
>youre probably creating them as if they existed already in that low res universe
nah, a lot of the best classic pixel art was just mapping normal illustrations onto grid paper
>>
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>>727459161
I trie
>>
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>>727471214
another trick was to trace the lines on saran wrap, and then place the film over the monitor to trace pixels that way.
>>
>>727471740
SOVL
>>
>>727463740
name 2 games that actually look like that pic related
>>
>>727471740
S O U L
>>
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>>727472587
can't really think of anything off the top of my head. but the dig and loop from lucasfilms looks good
mark does all his work in deluxe paint that hold art program from 80s/90s, water is animated using palette shifting, he even found a way to change the time of day and weather by changing palletes. it's really impressive stuff.
https://litter.catbox.moe/htc414q2uz3kqdbd.mp4
>>
I no longer have it but someone posted once an image of how to turn everything into pixel art in like 6-8 steps by using real images and just resizing them then passing them through a program that is commonly used for pixel art. I gave it a try and it did work which made me realize how lazy and uninspired pixel art is.
>>
>>727466748
I like what you did with the ground
>>
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>>727471740

iss byoodiful DDD:
>>
>>727459919
the skill is good but the scene looks like someone vomited random shit everywhere
>>
>>727466748
humblebrag
>>
>>727461401
at some point, the pixel density becomes so large that that it stops being pixel art and just becomes a drawing
>>
>>727459919
Why do all the pixel indie games look the same?
>>
>>727461040
The picture in the "outline" step isn't just an outline. Look at it again.
>>
>>727479993
90% of indies draw from a very limited pool of retro games for inspiration
>>
>>727459919
There's a point where pixel art becomes binary art and that's what's throwing me of here.
Less is more and since we have higher resolutions, devs think they can do more with shaders and mixels.
>>
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>>727480427
Here's my stuff btw.
I like 16x16 or 24x24. Anything higher is makes things tedious.
>>
>>727459919
The individual parts are mostly fine but they're just horribly blended together. Like there's a million things wrong with the fountain area - stairs which lead straight on to grass, a black street light directly on white tiles, etc. You need a lot more shading and just common sense designing this stuff.
>>
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>>727460337
The problem with pixel shitting indies is that they fundamentally misunderstand pixel art.
Pixel art is just a style of art. Doing pixel art doesn't mean doing fat fucking pixels.
It means creating a picture in the pixel art style.
The "style" itself is closest to the mix of usually stylized cartoon/anime-like approach to the line art, but almost photorealistic (without breaking the style, of course) approach to coloring and shading, making it very detailed.
There are deviations from either, but usually it's the combination of those.

And of course, pixel art doesn't require you to have fat pixels.
>>727463740 and >>727474545 are a great example of relatively high-definition pixel art.
It's just trying to make a 4K pixel-art piece is possible, it's a ridiculous amount of work, that will end up looking just a bit different compared to a very detailed piece of traditional art.
>>
>>727459919
>niggers trying to call this pixel art
/v/irgins really make this place into a worse shithole than it should be
>>
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>>727459161
Pedos will literally have meltdowns over pixel art, even though it takes magnitudes more effort than 3D models when it gets to the level of games like Blasphemous
>>
>>727460859
No. Celeste started life as a game for the Pico-8, a game engine where the gimmick is that games are (at least intended to be, you can work around it) 32KB in size and outputs to a 128x128 16-color display. That's like, the size of the smallest kind of Gameboy cart in storage, with a smaller screen and less colors than a NES/GBC.

The final graphics for Celeste just build on their original inspirations
>>
>>727469640
That image would look very nice in a RPGMaker game.
>>
>>727480636
lookin good

I like limited color palette
>>
>>727484292
Thanks! I've been playing around with making my own pallets.
>>
The first two are soul, bottom two are soulless "indie pixelslop" trash.
>>
>>727459919
>literally looks like Maple Story
>/v/ still shitting on it anyway
that's how you know the board is full of contrarians
>>
>>727459161
It is easy as fuck.
That's why so many shitty indie Devs do it over learning art or hiring an artist.
>>
>>727484062
>even though it takes magnitudes more effort than 3D models
That's too much of a blanket statement.
Something like Arc Sys 3D modeling requires orders of magnitude more time and effort than anything Blasphemous does.
Even good 2D sprite art like what HK or SoR4 have is always baseline easier to make than 3D models.
3D models only become cheaper, easier, and quicker when the objects they are representing have to be altered.
To rotate an object using 2D sprites, you need to redraw everything.
To rotate an object using 3D models, you just rotate the model.

But if all you're doing is a sprite with a static set of animations, then 3D models always require more work for a roughly similar outcome.
A 3D animation, depending on its difficulty, can easily take more time than a 2D animation.
For it to look good, every single animation sequence you'd have for a 2D sprite, you'd need need to animate individually for 3D as well.
And then there's the huge-ass initial overhead of having to create the 3D model to begin with.
>>
>>727461401
>nooooo you can't do 8-bit or 16-bit pixel art!!!!!
>noooooooo you MUST spend millions and go bankrupt like SNK!!!!!!
shut the fuck up retard
>>
>>727480636
are they supposed to have faces
because if i see those in a game i am 100% expecting them to come to life at some point
especially that shiteating motherfucker in the middle, just look at him
>>
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I had an AI make this, took 20 attempts inb4 learn art; no.
>>
>>727459161
>Pixel art is easy as fuck
>says retard who never did anything worthwhile
lel
>>
>>727488746
looks good but still needs work, the elivation on the waterfall feels fake and gay and the outlines on the rocks and tree look like shit
>>
>>727488746
Yeah I can tell by looking at the waterfall that it's AI. It's flowing in two different directions.
>>
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>>727488563
If you're referring to the doors, they're based on craftsman doors
I guess due to the scale the design looks like faces.
>>
>>727459161
Looks shit
>>
>>727471812
Fucking genius.
>>
I jerk off to pixel art
>>
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I think pixel art is unappealing if it has too much detail or the resolution is too high
>>
>>
>>727495602
Once you add too many colors, pixel art automatically looks like shit regardless of how skilled the artist is. I also feel like pixel art should look jaggy and "smoothing" effects such as anti-aliasing are against the spirit of pixel art in my opinion.
>>
>>727459161
>polish
>let's make it blurry
>>
>>727497770
That's not how you fix pillow shading. Pillow shading refers to wrong/naive depth, and fixing it involves understanding how shadows behave on spheres and cylinders and stuff, and NOT just making it flat.
>>
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>>727459161

Here is the best pixel art I have ever drawn. I am still convinced to this very day this is probably one of the greatest pieces of art that has ever been made. It's fucking outstanding, like I was possessed by the divine while making it.

I've never been able to draw anything nearly as good as this since then.
>>
>>727459706
Kek
>>
>>727484760
No it doesn't lmao
>>
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>>727498039
>Once you add too many colors, pixel art automatically looks like shit regardless of how skilled the artist is.
>>
>>727501796
That just looks like hand drawn art.
>>
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Is this pixel art? I drew it in paint
>>
i'd be a furry artist if drawing bodies didn't filter me so hard
>>
>>727459161
They stop at rough shape and call it retro.
>>
>I looked at basic pointers and it seemed easy to me, I didn't actually do it though
An ollie is literally the simplest, most basic skateboard trick and yet you'd probably fall on your ass like 25 times before you'd actually get it right.
>>
>>727501189
Nice pomkin, do you mind if I save it?
>>
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>>727459161
>>
>>727488746
Better than I can do, and I've done SS13 pixel art for years
>>
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>>727461040
Dick stuck in toaster, instructions unclear.
>>
>>727466176
Katana Zero
>>
>>727459161
>top left
ironic "it's bad on purpose!" pixel art games
>top right
Genuine first timer games, might be good
>bottom left
Peak soul
>bottom right
Guy who lists artist in their bio telling you for the fifteenth time black outlines are bad
>>
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Why so many indies go for this stupid pixelshit, when they could just do easy on the eyes full res like HK?
>>
>>727459161
>make good pixel art
>add blur
>add CRT filter
>add chromatic aberation
>add HD non'pixel UI
>add more blur
>add lens flare
>add realistic lighting
>add HQ classical (shitty) musics
gee i dunno
>>
>>727502975
>why do so many artists go for pixelshit when they could go for shitshit
>>
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Since this thread is filled with pixel art aficionados, I might as well bother you guys for some feedback.
Do you prefer the more defined chest/abs on the right or the subtler one on the left? (Ignore the hands/claws, I'll probably redo them later if I have time. Maybe)
>>
>>727459161
for me its rough shape
pure sovl
>>
>>727503024
are you this delusional u think low res garbage looks better?
>>
>>727459161
The polish made iy look like pizza crust lmal
>>
>>727502975
because it takes 8 years to make high res art & animation as a small studio.
>>
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Damn gemini... what are you doing?!
>>
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>>727503804
somehow it works...
>>
>>727503187
Those choices of colors make it hard to discern the abs in the left version, so I'd pick right.
>>
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>>727459161
>draw the rest of the fucking owl
>>
>>727460337
>privilege 12%
kek
>>
>>727503317
Are you this delusional you think HK/SS look good?
>>
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>>727504476
That's not pixel art
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>>727471740
looks cool
>>
>>727504517
why not
>>
>>727483318
Pixel art is not a style its a limitation
this isnt like oil paint v water paint
>>
>>727504517
That is pixel art.
>>
>>727459161
Just sloppily paint something then pixelate it
>>
>>727502245
I think it's not pixel art, but I'm happy for you
>>
>>727497770
wtf I found original of this pic and it says bottom is better?
>>
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>>727504135
Yeah, I was thinking the same. Thank you.
The palette is from an existing character so there were some restrictions on the color usage.
>>
>>727502245
>I drew it in paint
That doesn't mean it's pixel art.
That means you drew it, in MS paint.
>>
>>727503317
You can't compare different styles like this. It's like comparing cartoons and realism.
NTA and I think videorelated looks fucking fantastic
https://www.youtube.com/watch?v=2A-9EFuKdlc
>>
>>727503187
left looks better
>>
>>727504517
I thought it was a (low res) 3D render at first, but google says it actually is true pixel art that the art team did by hand. Crazy if true.
>>
>>727504881
That's obviously a 3D render
>>
>>727504942
google says no
>>
>>727504942
It's literally not.
>>
>>727466748
I believe him, it’s not hard to trace shit into pixel art, many many people do it. Probably took 30mins to paint fill everything and clean it up
>>
>>727504604
>>727504650
That's clearly a 3D render, are you blind? Some touch ups here and there (mostly lightning and small details), but it's not "drawn", the fuck are you talking about
>but it's low res and I can see pixels
Don't you dare to reply like that
>>
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I used to do stuff like this for fun.
Now I don't see the point. If anything, it feels even more poinltess due to AI pumping stuff out in seconds.

I miss being creative and looking forward to new games.
>>
>>727504953
Google doesn't know shit

>>727504961
Are you blind
>>
>>727466879
ah masterpiece
>>
>>727505023
>>727505113
source on it being a 3D render?
>>
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>>727484062
>indieshitters ruined the reputation of pixel art
>they're about to do it to low poly 3D
I fucking hate indie slop so fucking much
>>
>>727505165
Common sense + working eyes
>>
>>727505023
Prove it, or fuck off, retard.
>>
>>727505062
>Now I don't see the point. If anything, it feels even more poinltess due to AI pumping stuff out in seconds
the point is that you enjoy "doing" not for the result but for achieving flow state and enlightenment
anyway, does AI actually make usable pixel art? I've only seen that "pixel art" style AI that is just jpeg artifact for the lack of better words, but that's not usable if I'd actually wanted to make a game with it, you know what I mean, like, it's not actually 16x16 sprite pixel art
>>
>>727504607
dumb fucking cunt
>>
>>727505212
>My staff was full of 2D artists, and 3D was just coming along. So we didn’t have much experience building 3D assets. I felt we could get a much higher fidelity using bitmap art than we could with the state of 3D engines at the time. And I just viewed the town screens as an inspirational point, like, ‘Wow, look at my beautiful town in all its glory.’ If we had gone 3D it wouldn’t have looked anything like what it did. Because we were just using straight bitmaps it had that hand-drawn look and I have to give credit to the fantastic artists we had at the time.
>All graphics created for Heroes of Magic II were hand-painted pixel-by-pixel in Deluxe Paint II Enhanced using a fixed palette of 256 colors. Character animations were also created in this most traditional manner, frame by hand-painted frame, and previewed using Deluxe Animator
Sounds like they didn't use 3D to me man
>>
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>Jon explains the decision to stick with the art style as, “Two parts, one was for speed of getting a game done. Going with the 2D art was faster as we already had the engine. And secondly, we already knew we had a fan base with Heroes, so we wanted to live up to it.” Interestingly, Jon remembers a discussion that almost led to Heroes II going 3D. “We actually did some experimenting with 3D characters using a 3D engine. At the time, there were software renders for 3D and not hardware, you had to have a high-end machine and there was a huge trade-off between the detail of the polygons versus the speed of the rendering. In an experiment we did, the creatures didn’t look very good due to low polygon counts. “You also have to think about your staff. My staff was full of 2D artists, and 3D was just coming along. So we didn’t have much experience building 3D assets. I felt we could get a much higher fidelity using bitmap art than we could with the state of 3D engines at the time. And I just viewed the town screens as an inspirational point, like, ‘Wow, look at my beautiful town in all its glory.’ If we had gone 3D it wouldn’t have looked anything like what it did. Because we were just using straight bitmaps it had that hand-drawn look and I have to give credit to the fantastic artists we had at the time.” - Jon Van Caneghem

Go on, prove he's lying.
>>
>>727459161
should have stopped at shading
>>
>>727503187
left looks better, yeah.
>>
>>727505342
>>727505370
He's talking about in game, not the menu
>>
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>>727505252
Prove it's pixel art, fag. The game is filled to the brim with 3D renders, but THIS one is pixel art, aha, yeah, sure
Open your fucking eyes, blind faggot
>>
>>727505476
The menus are all hand drawn. There's a handful of prerendered cinematics in HoMM2 and they look nothing like the main menu or any of the other menus.
>>
>>727505476
No, he's talking about this literal screenshot, retard.
Try to keep up
>>727504476
>>727504517
>>
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Kind of works
>>
>>727505212
>>727505476
Common sense should tell you that they wouldn't have been able to render that town scene in 3D with such high detail in 1995.
>>
>>727505525
Easy.
>>727505370
Now it's your turn
>>
>>727505559
He's not
>>
>>727505560
>Slowly touches your circumcision scar. Who did this to you?
>>
>>727505638
Prove it.
I'll wait.
>>
>>727505690
>prove a negative
Good job retard
>>
>>727505289
No you are the moron. Pixel art as some artstyle is some nu-tranny interpretation. Nobody called it that when it was the de facto graphics standard.
>>
>>727505767
I didn't ask you to prove a negative, retard.
Cute cope.
>>
>>727504517
Just compare >>727504476 (pixel art) with >>727505525 (3D prerender)
The difference between coloring is extremely obvious. The menu is pixel art, it follows the exact color palette of all the in-game pixel art and uses shading techniques for the lighting that was not possible in 3D at the time. 3D scenes that complex could not be rendered in 3D in fucking 1995. Not to mention, the team behind the game were highly skilled 2D artists, with almost zero experience with 3D by their own admission. If the menu WAS 3D it'd be even more insane for that era and people would want to study the 3D menu assets as they'd be well beyond anything else in 1995 at that fidelity.
>>
>>727505881
The same can be said with black and white films. It *was* the standard, but now it's an artistic decision in deciding how your film looks. Correct?

How is this any different?
>>
>>727503804
>>727503848
>codeslop art
>>
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>>727505926
It's the same exact fidelity retard
>whaaat it's not pixel art anymore hoooow
>>
>>727505926
a pixel artist wouldn't put specular highlights in the crevices in between the cobblestones on the ground. you dumb cunt. that comes from an early form of bump mapping without specular maps to control the intensity
>>
>>727505994
That's still pixel art.
Why haven't you proven that it's not yet?
>>
>>727505926
You're retarded. The menu is just touched up 3D render. Sure, there are some """pixel art""", but it's painted over an obvious 3D render

Fuck off
>>
>>727505945
It's an artistic decision to film in black and white or post process to white and black yes, that doesnt make white and black an artstyle. Stop diluting the term and making it meaningless.
>>
>>727488746
This does not make sense geometrically and the fucked up borders will make it difficult to actually use with other tiles.
>>
>>727506230
Its actually indian art
stop stealing his izzat
>>
>>727505023
just chiming in to say you're correct and the other anons are visionlets.
>>
>>727506209
>The menu is just touched up 3D render
Then where is the original 3D render?
Why would a team of veteran 2D artists even need to use a 3D render as a baseline?
plus, the perspective isn't perfect, which also means it is far more likely to be hand-drawn 2D rather than a 3D render (or a traceover)
>>727506148
>artist wouldn't put specular highlights in the crevices in between the cobblestones
Yes they fucking would if they knew good shading/lighting fundamentals.
>>
>>727506368
that's the opposite of good shading sar. as evident by the parts that they actually drawn over
>>
>>727506368
>Why would a team of veteran 2D artists even need to use a 3D render as a baseline?
slopper 3d artists are cheaper these days so you just render to 2D from some blender cycles slop
>>
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>>727459161
did these sprites for my own game recently
you could call them gay or whatever, it is what it is
>>
>>727506465
It's really good shading, evidenced by the fact that you are convinced it MUST have been 3D in spite of 3D being nowhere near this capable in 1995, much less for a small team on a shoestring budget.
>>727506508
>are cheaper these days
You are a special kind of stupid
>>
>>727506514
troon vibes ngl
>>
>>727505560
This Anon is a true artist.
>>
>>727506552
GOD FUCKING DAMN IT
yeah i was going for temmie chang's style which just happens to be deltarune's
>>
>>727506508
it was done in 1995
>>
>>727506546
retard
its a lot cheaper to make some garbage unoptimized 3d models that dont appear in gameplay today
we have so many tools that does lighting and translucency and so on that would take ages for an artist to recreate faithfully. Its super easy to change angles and animate too. Unless you are talking about le literal hecking 16x32 mario sprite then fuck off with your ignorance. Actually just hang yourself now
>>
>>727506683
Dipshit, look up when HOMM 2 actually released.
>>
>>727506646
deltarune ruined pixel art
>>
>>727505945
Because you are confusing the way someone draws/animate with a limitation.
Old games look good and different because actual artists worked on them and tried to work around the limit of pixels to show of their style and art.
It's true it's up to the artist to do pixelart in 2025 but it doesn't mean it stops being a limitation, if you do it without any knowledge in art or even a clear style, it will look like ass and no one will give a shit about it.
>>
>>727506546
kek what an absolute jeet. know nothing, yet pretends to understand
>>
>>727506724
>hey we want this cool high resolution art with realistic lighting and shit, 3d is all the rage you know
>(You): I know! let's hire a painter! herr derrrr my brain is melting gggaggag im so fucking retarded
^^^^
>>
>>727506514
cool stuff! I like the angel and the frankenstein cheerleader girl.
Here's an enemy idle animation I did for my game
>>
>>727506825
>>727506851
ebin shitposts
>>
>>727506724
donkey kong country came out in 94 you fuckass bitch
>>
>>727459919
gives Ragnarok vibes
>>
>>727459161
the difference between the 3rd pic and 4th pic is massive, what a dogshit tutorial
>>
>>727506857
rpgmaker ahh sprite
>>
>>727506735
hope this doesn't evoke the same vibe you were talking about earlier
https://www.newgrounds.com/art/view/tomkage/greta-vs-matthew
>>727506857
that looks cool as fuck, what's the genre?
>>
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Art is one of those things where the more you limit yourself the easier it is because the brain has the ability to fill up space so you can get a lot out of very little.
Pixel art is fun from time to time but it's kinda boring in the long run.
>>
>>727506907
Rare had SGI workstations worth ~$250k in today's money, and were a team pushing 3D graphics as early as possible as a bunch of br'ish nerds, and the DKC trilogy still doesn't contain anything close to the shading seen in the HOMM 2 menu. NWC didn't have the equipment nor experience to do good 3D, but they did have a team of highly skilled digital artists.
>>
>>727459919
I don't see the issue, looks nice
If you think it's bad you didn't see bad attempts at pixel art
>>
>>727506514
itchio page?
>>
>>727506960
top-down shoot-em up
think Pocky and Rocky
>>
>>727506960
you got tom fulp on your game?
>>
>>727506215
>that doesnt make white and black an artstyle
Why not? Be specific.
>>
>>727507142
yeah, he's a cool dude
>>727507110
a page exists, isn't released yet, go lurk on my newgrounds, it'll be out this month (hopefully)
https://files.catbox.moe/u32vyk.wav
>>
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>>727459161
>Pixel art is easy as fuck
>>
>>727507123
niccceeee! is there a build i could playtest or?
>>
>>727507064
impossible to do without muh 250k. please understand sar it's a small indie studio. Stonekeep 1995. end of discussion
>>
>>727459919
This looks really good though.
>>
>>727459161
Because the only thing that matters is that the game is fun and learning to pixel art is becoming a useless skill anyway with AI advances.
>>
>>727507334
but it's still yellow :(
>>
>>727507436
>Stonekeep 1995
>implying this is remotely close to the same level of detail
nigga you're trolling
>>
>fags arguing about HOMM 2's menu
Looking at the tool they used (Deluxe Paint II Enhanced), it's pretty obvious to figure out how they did it via digital painting and using DPII's tools (copy-paste, perspective warping [via shear+bend], etc.), you could argue this is not "true" pixel art as it isn't pixel-by-pixel, it's digital painting, but there was no 3D renderer used.
Anyone who still believes it was 3D or a traceover is a genuine retard. All evidence points to 2D digital artwork.

DPII overview:
https://www.youtube.com/watch?v=CqmO4CGhB10
>>
>>727459161
That polish step has some serious "draw the rest of the fucking owl" energy.
>>
>>727484062
It's the minecraft problem. Normalfags are retarded and focus entirely on graphics.
It's the problem with having a large portion of humanity simply just not like thinking, in general.
>>
>>727480636
Personally I am not a big fan of the windows of the two middle houses. The outline on the beams make them look too thick, it instantly draws my eyes too them and makes it harder to see the overall image. The house on the right is a bit similar, the left house looks perfect
Sorry if it doesn't make sense
>>
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>>727507641
what your nigger ass can't comprehend? it's a pre rendered 3d background drawn over to make it look batter for the main menu. The ground is a fucking 3d plane with a bump mapped texture on it
>>
>>727504607
>Pixel art is not a style its a limitation
true, but styles usually originate from limitations, so ultimately it's the same thing
>this isnt like oil paint v water paint
not true, because oil paint and water paint have their limitations too, like all tools do, so it is similar
>>
>>727507892
nobody was doing bump mapping at the level of the cobblestone in the HOMM 2 background back in 1995 are you crazy?
They drew it, more than likely using a drawing tablet, in DPII. They probably drew a small cobblestone texture first, adding shading and highlights to it, then tiled and warped it to create the floor. DPII was a very powerful art tool for the time (see >>727507767), it makes far more sense it the menu to have been 100% hand-drawn by a team of artists as they were all proficient at using DPII and barely had a clue how to do 3D.
>>
>>727459161
Their games look bad on purpose as a kind of emotional manipulation. It triggers the savior complex in redditors. Not making this up, indie game sales peak when the pixel art is NES tier or worse and it costs ~20 bucks.
>>
>>727507378
not quite yet - I'd say I'm still about 2 or 3 months out from having a playable demo
here's an (outdated) gameplay example. Sorry for the crap video, quality, had to compress it to fit within /v/'s file size
I'll post the demo on newgrounds or itch when it's done though, look for 'Idelides' (game title)
Here's my Newgrounds, if you want. There's nothing on it yet though, since I originally made it just to browse.
https://fcrahz.newgrounds.com/
>>
>>727508196
oooooo! followed you on there
great to another newgrounder around these parts
>>
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>>727505273
>the point is that you enjoy "doing" not for the result but for achieving flow state and enlightenment

Haven't felt like that in a long time, but I think you're right.

>anyway, does AI actually make usable pixel art?
Yeah, it can. Pixellab does it well, for example, although I can only go on cherrypicked examples as I haven't used it.
>>
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I made this a few years ago and am proud of how it turned out, but haven't made anything of the same quality since.
>>
>>727508095
you seeing the bump mapping in the fucking picture i showed you it's the same game
>>
>>727507892
You have to prove your claims to be true retard.
The developers say you are wrong.
>>
>>727506514
these are nice designs, though
i especially like the ayy lmao
>>
>>727508095
Why is it the only "pixel art" of this quality in the entire game? Why everything else is obviously simple pixel art (gameplay) or 3D (cutscenes)?
>>
>>727508313
There is no bump mapping in that picture, the textures are flat.
>>
>>727508398
the precursor of normal map was bump map, it doesn't mean it has a 3d shape it just a fucking shader to create shadows based on the light direction. your ignorance i mind boggling
>>
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>>727508396
>Why is it the only "pixel art" of this quality in the entire game? Why everything else is obviously simple pixel art (gameplay) or 3D (cutscenes)?
???
HOMM2 has a lot of good pixel art
>>
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>>727506514
>>727506646
>>
>>727508538
I thought your whole point of bringing up bump mapping was to claim that the cobblestones in the menu were shaded using bump mapping, no?
Now you're directly contradicting that.
>>
>>727459161
I dont think there are oases in Poland.
>>
>>727508626
nice edit, she's the dead best friend of the MC
becomes her guardian angel and blah blah
>>
>>727508581
If you want to tell me it's one the same level as the main menu, I refuse to talk to you anymore, you're insane
>>
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>>727508727
ok bro
>>
Is HOMM fun
>>
>>727508673
it is you dense fuck
>>
>>727508850
You could not shade a cobblestone texture that realistically in 1995.
>>
>>727508914
kys
>>
>>727508282
>Haven't felt like that in a long time, but I think you're right
exactly, this simulation matrix loosh farm prison is designed to beat that out of you
stop caring about things like AI and just do what you want
>>
>>727508989
You can even see how basic and flat the lighting is in the actual 3D renders, it's night and day compared with the digitally-painted menu. A menu that perfectly matches the artstyle of all the other spritework in the game. This was done by true artists, simple as.
>>
>>727506927
Ayyyyyyyyyyy!
>>
i love all the retarded replies this truly is the most retarded board
>>
>>727509228
What doesコーンシュマー mean
>>
>>727509414
fligu gigu
>>
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>/v/tards genuinely believe pic related was 3D rendered in 1995 on MS=DOS
no way digital artists could paint this! literally impossible without 3D lol
>>
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>>727508369
different anon, but the three chair backrests have the same texture.
>>
>>727509684
ok?
>>
>>727509414
No idea, I don't speak moonrunes
>>
>>727488280
please show me all those 16 bit pixel art indie games because so far they all look like crappy 8 bit
>>
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umamusume if it a 16 bit pixel game
>>
>>727508914
Toy Story had fucking bump mapping in its original RELEASE in 1995 which means the tech was already around before that.
>>
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>>727459161
They made a whole book on what and how to pixel art, called Pixel Logic. It's great, has a lot of useful tech and examples, from lines and shading to animation. A bunch of philosophizing too, great read. Pic unrelated
>>
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Rate my pixel art protagonists.
>>
>>727509684
Those are not identical.
Even if they were, so what?
>>
>>727510283
Cute
>>
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>>727510039
Toy Story was nowhere close to the shading in >>727504476 and the developers would not have had access to multiple state-of-the-art workstations of the time. Also, Toy Story used proprietary rendering software that pixar built.
Even skipping ahead a few years to A Bug's Life (1998), its shading still doesn't look as good and lacks specular reflections. 3D lighting simply would not be good enough to do the HOMM 2 menu cobblestone in fucking 1995.
>>
>>727510283
Cute! they walk like Mark Zuckerberg, though
>>
>>727510283
Would
>>
>>727504706
Wtf orly!?
>>
>>727510039
Damn, Pixar made that game? I thought they only did movies.
>>
>>727459919
somewhat technically impressive, but devoid of any semblance of soul
>>
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>>727459161
Did I pass?



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