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silent sniper
Midshipman ![]() ![]() Joined: 08 November 2006 Online Status: Offline Posts: 64 |
![]() ![]() ![]() Posted: 09 November 2006 at 8:26am |
i was wondering... I've never seen a gba iso game with AA, but i hav seen a few pc games and pixel arts with AA. well, what im wondering is, is it right to put AA on a iso pixel art or sprite?
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Blueberry_pie
Rear Admiral ![]() ![]() Joined: 24 July 2015 Online Status: Offline Posts: 2176 |
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This belongs in Resources and Support. Moved it for you.
AAing is perfectly acceptable in pretty much any type of pixel art. It's not used in isometric pixel art a lot, but it can look nice if you do it good. |
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Monkey 'o Doom
Commander ![]() ![]() Joined: 24 September 2005 Online Status: Offline Posts: 2994 |
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Some isometric artists wouldn't think of adding aa (such as jalonso). I, personally, add a bit of aa but try not to do as much as I would on a differently styled piece. It's really a matter of preference.
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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mhmmm, Because isometric is specifically designed to appear smooth on screen (this is why its 26.565 instead of 30 degrees) AA is not ideally needed in iso. The only times it may be used minimally is to smooth certain curves that are too extreme to suit the iso grid. Selout is almost always all you need to make smooth isos. I always use the if you need AA in iso, your lineart is bad method.
ps. This is just my way. Many other artists who make iso pieces do use AA and make things that look great. Its art and subjective, do your own thing. Edited by jalonso - 09 November 2006 at 2:00pm |
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Lawrence
Commander ![]() ![]() Joined: 30 June 2005 Online Status: Offline Posts: 481 |
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I can't see why an isometric piece would be exempt from the celebrated riddance of aliasing any more than the next piece. If it were, then this, in my view would be like saying "a 3-point perspective piece must never have dithering" or some other arbitrary nonsense. The decision is up to the artist. I intentionally leave certain pixels bereft of any anti-aliasing to achieve certain results. This aspect is about objective discretion of the artist and not set rules.
As such, I disagree with jalonso's refutation of anti-aliasing as a sign of bad line-art. When I anti-alias sounds in the music I make, it's certainly not a sign of bad composing! jalonso is clearly an AA-Luddite! ![]() |
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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AA in iso pieces is absolutely an artistic choice and I only speak for my stuff.
I was attempting to answer silent sniper's question why commercial projects never use it while some of us pixel nerds do. In real world production studios, in my experience, the rule is however AA = bad lineart. |
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neota
Commander ![]() ![]() Joined: 27 November 2018 Online Status: Offline Posts: 158 |
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It's trouble. Non-AAed iso is MUCH easier to get to tile correctly than AAed iso (let's play a game called 'avoid-the-edges' -- in 3 dimensions!). It's doable though, and I prefer it.
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absolutely.
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alkaline
Commander ![]() ![]() Joined: 25 August 2020 Online Status: Offline Posts: 868 |
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Originally posted by Lawrence As such, I disagree with jalonso's refutation of anti-aliasing as a sign of bad line-art. ja...if you're going out of your way to try and not include AA just because it's what you believe in then maybe you should rethink that. it's what benefits the piece the most! that's the choice you should make. but that's just my silly opinion on the matter that being said if AA works include it in your iso if you want.. |
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skeddles
Commander ![]() ![]() Joined: 08 April 2021 Online Status: Offline Posts: 636 |
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if you check out my gallery, you'll notice that my isos are AAed. its just a matter of opinion.
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