Kickass Yoshi's Island refferenceArtmoney tutorial this is a tutorial for learning how to view every frame of animation in a fighter game, however mostl of the information learnt is applicable to other games YI included.
I think if we had someone knowledgeable on this on board it would be pretty damn awesome for the CCs.
http://www.vgmaps.com/Atlas/SuperNES/index.htm#SuperMarioWorld2YoshisIsland YI full level screenshot rips, mostly of the first world
http://www.vgmuseum.com/images/snes01/01/smw2.html YI VgMuseum screens
http://kirby.classicgaming.gamespy.com/games/dreamland3/screens/ Kirby dreamland 3 screens, as a style precursor to YI I thought it'd be a good idea to have some ref.
Willowsactually willows, that's a very good point. Dont be afraid to just use your cacumen in these threads, it's not necesary to bulrt out a lot of good
words to make a good point, many times people even get themselves blocked up because of all they know, so much they cant see the simplest things, if you see something interesting post it with no fear =)
I fired up the rom and I noticed that repeating theme a lot, it really makes you wonder about how their art direction went.
one of the main reasons must be simply because in any sort of grid, 45º is the easiest diagonal that can be drawn be it a grid of pixels or a grid of tiles.
If you are going for a natural media look in a game, you'll obviously want to break some of the gridness, but still be working within it.
Yoshi's island wasnt Nintendo's first stab at a game with a natural media look.
http://kirby.webcindario.com/juegos/dreamland3.htmKirby's dreamland 3 came first and had a much dirtier look so I figure by the time they went with yoshi's island they understood a lot better they still had to think in grids.
from what I understand Miyamoto was starting to think of using a storybook look for his games when he made this one, so they must have been looking at an effect that evoked childhood memories, was good for adaptation of spriting, marker pictures look like a logical conclusion
http://www.csb-cde.ca.gov/Images/taeler_circles.jpgeverybody has made a messy marker picture like that, they just had to organize the pattern and make it look pretty, because of the sheer ease of drawing 45ª lines they went with that for most shading effects, and because of the rotation effects they knew they'd use they came up with the flat outlined style for the sprites.
I've noticed something in the game, and it is that they vary the sharpness of the shading strokes to make allusions of texture.
the grass and mud are smooth so they use an pointillist for the shading, with predominantly round shapes while the rocks have edgy erratic lines.
the ice is smooth but hard and translucent, so it is still pointillist but the spots are a little less round, and some diagonal lines are introduced to represent translucency.
the foreground rocks here have an use of the outline I figure because they're meant to be very hard, (they have some color cycling to represent their reflectivity, we have to make an animation of that color cycling), the background ones are simply done with diagonal strokes that are extra edgy to represent the hardness.
these statements might not hold true for every texture of the game, but I'm just trying to make the point that they effectively convey diferent textures whitout using any detail specifically related to it, the diferent spreading patterns and shapes they use are enough for you to process that it's suppose to be a diferent texture.
I think their rendering was mostly done by alternating a pointillism with strokes, and every now and then use a few details or an outline crossing the tile to make the texture.
also, I've noticed the more unique a tile is, the less it is likely to have 45º lines
because these trees are so big they wont repeat a lot of times troughout the level, so their lines are scattered to create a better sense of spontaniety and all the things related with natural media and chilhood.
it's hard to imagine how it became such a recurring teme troughout the game to use the 45º lines even for things that arent strokes, it might have been decided in pre or in emerged spontaneously in production, but in the end I belive it happened because with all the natural media inspired textures on the game it'd be a strong repeating visual theme, so it just fits the picture to keep other effects in a 45º line aswell.