High Definition Retro gaming Art

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Post » Mon May 11, 2009 1:59 pm

You guys got to see this person's site.
It will blow your mind :shock: .

[url:7yhsq4h2]http://orioto.deviantart.com/[/url:7yhsq4h2]

If these were real games I would with out a doubt buy them.
This game companies should make more games that look like these pictures.
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Post » Mon May 11, 2009 2:25 pm

I am so glad that the guy doesn't read "retro" as "boxy pixels".
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Post » Mon May 11, 2009 3:06 pm

well If it was "boxy pixels" art it wouldn't be high definition now, would it?
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Post » Mon May 11, 2009 3:07 pm

Yeah, seen a few of this guys pics before... he's quite talented, but it apprantly takes him something like 50 hours to draw a single image... so it's no wonder games don't look as nice as those images ;)

~Sol
Tired of crappy file hosts that are crappy? Get DROPBOX - https://db.tt/uwjysXJF
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Post » Mon May 11, 2009 3:57 pm

epic.
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Post » Mon May 11, 2009 5:09 pm

What's wrong with boxy pixels?

:(
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Post » Tue May 12, 2009 7:07 am

The Street Fighter HD crew made it clear: animating sprites at today's resolutions is waaaay too taxing. And you'd be expected to animate at 30fps at least, which would quickly drain your VRAM.

Now if someone manages to do a motion-estimating shader, we'd be all set.
I can't figure out why don't they use motion estimation in the asset creation itself though. It's a shoe-in.

Anyways, bone-animations and local deformation seem to be the way to go for both 2D and 3D. Construct can do both, yay!

Maybe using what we've got cleverly one of us can whip up something that looks like THAT? (thomasmahler's is kinda looking like that)
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Post » Tue May 12, 2009 8:05 am

I dunno. A good digital painter should be able to paint one of those backgrounds per day, especially if the design decision is already clear. I'm not a digital painter at all and I paint my stuff in a pretty short amount of time and I've seen digital and matte painters doing amazing 'sketches' in half an hour. i think saying that it's not possible because that guy needed 50 hours to re-create an old game in terms of design using new digital tools is a cop-out.

The problem is one of animation - animating high res character sprites is a ton of work and having high res sprites, but not more animation phases gives the whole thing an unfinished feel (like Street Fighter 2 HD). But I guess you could achieve very good results if you'd do it in 3d, turn off the shading and paint the textures just as you'd paint the character - and then use post processing on the rendered sprites. I'm pretty sure with a little effort it could look extremely close to what he does.

I'm very sure that you could create games like that in todays day and age and that one could make it feasible for production - you'd just have to make the right design choices in terms of look and production.

A lot of the next-gen stuff we see today is much more complicated to create in terms of pure production work. Having painted backgrounds (you could still animate the layers that make up the composition) is a very, very efficient technique and much less time-consuming than what level and environment artists are doing today for real time backgrounds, IMO.
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Post » Tue May 12, 2009 11:45 am

[quote="thomasmahler":1rziu3gh]i think saying that it's not possible because that guy needed 50 hours to re-create an old game in terms of design using new digital tools is a cop-out.[/quote:1rziu3gh]

I don't recall saying that it wasn't possible.

What I am getting at is, however, there are obviously large amounts of man hours involved in creating something that looks THAT slick. Even a higly accomplished artist would probably be surprised at how long it would take to render something of that quality... As you said, a good artist would take maybe a whole day to do something like that.

Let's assume there are 8 working hours in a day. To make a 30 frame "idle" animation for one character would take a week at least (discounting on the fact there would be no background etc if you were doing a character animation). So, unless you had a team of like 200 people who could all draw the "same" then making a 2d game with graphics like that would be unrealistic.

I am not saying beyond any stretch of the imagination, that it's not possible... just infeasible.

Why do game developers opt for 3d so much these days when a lot of times, 2d would work perfectly fine (and often give a better looking result IMO)?? Because it's EASIER to work with animations on multiple angles, and essentially you only have to draw/make the character one time, and the software does the rest of the "real work".

~Sol
Tired of crappy file hosts that are crappy? Get DROPBOX - https://db.tt/uwjysXJF
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Post » Tue May 12, 2009 2:32 pm

Huh?

I said it would probably take a day to design and paint a background like that. Not the character animation. We have a lot of good character animation and motion retargeting tools in 3d now - so why wouldn't you make use of that? A week to create an idle animation? What?

Of course it'd take a lot more time to create everything in 2d, that's why I was saying that it'd make sense to create the characters in 3d and use the tools that are out there to make it feasible for production.

Why would you need a 200 man group to create a 2d game like that? o_O Vanillaware is doing some pretty awesome stuff and they're pretty freaking small.

Also, it's not like 3d is easier, but you usually find more people being trained in 3d than in 2d and for a loooong time now, everyone associated 2d with being 'outdated', so everyone jumped on that 3d train. Try to find artists now that are really good 2d artists that can design, paint and are good animators - good luck with that. The industry is always adapting to what's cool right now, to what's making money and 2d hasn't been hot for a long time now.
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