hmmm, no...I dont think you know what I'm talking about on c64 graphics.
you see, this is something I saw in fist when I helped madgarden, if you look at the fist sprites, there are some pixels that are taller than others. this doesnt look particularily good in fist, but I've seen atleast one sprite (as an avatar on a oldschool forum) that made it look good, so I'm a little tempted to seeing how that works out, maybe if I toy with the limitations of sprites it can help me find out why I like lowres images so much.
I think there's more to limitations than the fact they make you reconsider, every medium has it's limitations you know? just like you cant have an infinite pallete in oil painting, or you cant see what your image is like when you do engraving, you cant make smooth curves with pixelart.
This all calls for new forms of expression, and any given piece is always defined by the limitations of it's mediums. Take movies example, movie characters absolutley must have visual ways of expressing their feelings, no matter how forced it'll feel for the character.Therefore a piece will always show signs of what medium originated it, because it's basic structure is related to the limitations of the medium. This always seems to be underestimated in videogames though, specially when it comes to pixelart, I belive many of the basic aesthetics of pixelart could be useful in many other mediums, vectors and 3d included
just look at the 3d KOFs, 2dKOF always stood for a very specific style, in the beggining this was realism, but on the later entries pretty much from 99 onward, it came to be a little more, a very weird mix of cel shading and gradient where the shadowed areas are composed of a simple outline, an overbearing terminator shade, and the litup areas are extremely detailed, somewhat reasembling a harsh mid-day sunlight.hmmm, no...I dont think you know what I'm talking about on c64 graphics.
you see, this is something I saw in fist when I helped madgarden, if you look at the fist sprites, there are some pixels that are taller than others. this doesnt look particularily good in fist, but I've seen atleast one sprite (as an avatar on a oldschool forum) that made it look good, so I'm a little tempted to seeing how that works out, maybe if I toy with the limitations of sprites it can help me find out why I like lowres images so much.
I think there's more to limitations than the fact they make you reconsider, every medium has it's limitations you know? just like you cant have an infinite pallete in oil painting, or you cant see what your image is like when you do engraving, you cant make smooth curves with pixelart.
This all calls for new forms of expression, and any given piece is always defined by the limitations of it's mediums. Take movies example, movie characters absolutley must have visual ways of expressing their feelings, no matter how forced it'll feel for the character.Therefore a piece will always show signs of what medium originated it, because it's basic structure is related to the limitations of the medium. This always seems to be underestimated in videogames though, specially when it comes to pixelart, I belive many of the basic aesthetics of pixelart could be useful in many other mediums, vectors and 3d included
just look at the 3d KOFs, 2dKOF always stood for a very specific style, in the beggining this was realism, but on the later entries pretty much from 99 onward, it came to be a little more, a very weird mix of cel shading and gradient where the shadowed areas are composed of a simple outline, an overbearing terminator shade, and the litup areas are extremely detailed, somewhat reasembling a harsh mid-day sunlight.All in all, quite a unique and interesting aesthetic
what's the 3d version like? just like anything else in the market.What is SNK thinking? does it not know it's own work?