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spartan_117
Commander ![]() ![]() Joined: 14 June 2007 Online Status: Offline Posts: 478 |
![]() ![]() ![]() Posted: 01 September 2007 at 9:14pm |
Since i'm interested in both pixel art and 3d (biiiig paradox) one day i came up with the bizarre idea of a 3d package that renders pixel art. With this package you could animate your sprites in 3d and render them to a small size and all pixelly.What do you guys think.
btw i don't mean color reduction as it would be one of the many rendering processes an image would go through. |
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PixelSnader
Commander ![]() ![]() Not a troll! Joined: 05 June 2014 Online Status: Offline Posts: 3194 |
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its not effective.
3d max can render standard non AAed 3d models as well, on any size you want.
the results aren't good because you have virtually no control. pixel art allows you to fiddle a bit with the placement of things, in a small amount enough to not get noticed, but big enough so you can add some more detail. prerendered images with the same amount of detail are messier.
you'd still have to fix up the pixel art. resizing 3d or cg is already being used though, because it indeed saves time with blocking out. however to render and use the sprites isnt a good idea
why is pixel and 3d a paradox? make lowpoly things and pixel the textures. i see no problem. probably because there is none.
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spartan_117
Commander ![]() ![]() Joined: 14 June 2007 Online Status: Offline Posts: 478 |
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i wasnt talking about 3ds max because i know all major 3d software concentrate on photorealism these days. i was suggesting that when creating images in pixel art the renderer sees drastic changes in the alpha chanell it creates a line art around it and when it finds a gradient ( in big images) it dithers or maybe it even dithers texture.
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PixelSnader
Commander ![]() ![]() Not a troll! Joined: 05 June 2014 Online Status: Offline Posts: 3194 |
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i'll say it again. pixel art is too small for this too be effective. it would only work on portraits of about 100+ pixels. this isnt used in games anymore. modern pixel art is aimed at cellphones and retro style. sprites and stuff of around 64x64 px. and if you are talking about the art way. you'd be destroying the art. pixel art is abuot placing each pixel yourself. not rendering or colorreducing etc.
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spartan_117
Commander ![]() ![]() Joined: 14 June 2007 Online Status: Offline Posts: 478 |
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i couldnt agree more. did u see the mario vs donke kong game on the gba. the sprites look like prerendered sprites which attain some qualities of pixel art. ill try to find u a screenshot. but the main reason i started this thread was to simplify monster animations and not to redefine pixel art.
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Brian the Great
Commander ![]() ![]() RED! Joined: 03 March 2005 Location: United Kingdom Online Status: Offline Posts: 2221 |
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this is going nowhere
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Monkey 'o Doom
Commander ![]() ![]() Joined: 24 September 2005 Online Status: Offline Posts: 2994 |
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That tends to happen when you're discussing what is described in the first post as a "biiiig paradox". I'd bet the second law of thermodynamics would be broken before this topic went anywhere.
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PixelSnader
Commander ![]() ![]() Not a troll! Joined: 05 June 2014 Online Status: Offline Posts: 3194 |
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![]() the pixel art things suck as the mario portrait in the top left, and the tiles are pixel art and read clearly.
the sprite and the blue bubble thing are rendered and colourreduced. these look blurry
prerendered vs a quick pixeledit:
![]() if you want to make the animating of monsters easier, you could try using steps. first just a skeleton, then add meat, and then detail such as eyes and pockets. or you could just use a traditional 3d software package and resize those images to use as a base. rendering out 3d as pixels is USELESS.
its quite a lot of work to make an entire 3d model and then go and pixel over it. you'd have to model, texture, rig, and animate. and then you'd have to edit to get it to look clean.
as for pixels, you make a skeleton, then you add blobbed shading, and then you add details. faster. and no need of extra software.
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spartan_117
Commander ![]() ![]() Joined: 14 June 2007 Online Status: Offline Posts: 478 |
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forgetting the bizzare idea of a pixel renderer , what do you guys think about a softwre the creates line art based on your sketches. (it was suggested on a previous news post that capcom was using such a software to make their new street fighter sprites)
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Pixel_Outlaw
Commander ![]() ![]() Joined: 01 September 2005 Online Status: Offline Posts: 3829 |
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Originally posted by spartan_117
forgetting the bizzare idea of a pixel renderer , what do you guys think about a softwre the creates line art based on your sketches. (it was suggested on a previous news post that capcom was using such a software to make their new street fighter sprites) You mean something like an outline shader? I suppose it would be akin to cell shading then rasterizing the making sure all the lines are cleaned up mechanically. OR you could just use a cell shader in really low res. I doubt you will ever get perfect results but it would be done somewhat well. However you would piss a lot of folk off here. Another problem with conversion is that when you make raster images you have more control over important elements. For example say a character has some lettering on a jacket, 3d doesn't care that the image is clear, when drawn in 2d you might use an unrealistic scale to make sure the detail is readable. This custom scale in regard to small details is the main problem with conversion. I do like the idea of a 3d model sent through a shader and spat out as a semi done "line art with shading". I guess this is because I care about math based perfection and really hate the organic human side of art. Expression through inaccuracy be damned. I guess I'm more of a draftsman than impressionist. Edited by Pixel_Outlaw - 02 September 2007 at 9:47pm |
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spartan_117
Commander ![]() ![]() Joined: 14 June 2007 Online Status: Offline Posts: 478 |
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that was the main idea: the program creates the line art based on steep shifts between z depths and creates line art based on that. the idea of the colors was a what if question there is no doubt the colors will be blurred and there is no doubt that pixelling by hand is best but i was talking about huge pixel art like 200 + pixels which require days behind he computer wishing u had something better to do. I wasnt trying to solve the problem for game sprites but for pixel movies (not animpixel) but movies which could be later published for the ds ( even though it has 3d compatability) but the pixel art gives it style.
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