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/ic/ - Artwork/Critique


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File: 1.52 MB, 2944x1356, esgsg.jpg [View same] [iqdb] [saucenao] [google]
3759921 No.3759921 [Reply] [Original]

Which artstyle could help to make a game look less amateurish? The classic snes style art is overused and is viewed as rpg maker tier.

>> No.3759930

>>3759921
Yo bring back prerendered backgrounds desu

>> No.3759935
File: 247 KB, 1200x839, ff8hd2.jpg [View same] [iqdb] [saucenao] [google]
3759935

>>3759930
Like in the psx era?

>> No.3759950

>>3759935
what a beautiful era of optimization
>downloading game in 2019
>79Gb

>> No.3759953

>>3759921
I personally like the isometric FFT-style on the bottom left the best. Clean but still colorful and intricate.

>> No.3759965

>>3759921
All of these look generic as fuck and only the bottom right one seems remotely interesting to me because of its choices of colors and limited palette.

>> No.3759966

>>3759921
what games are those OP?

>> No.3759970

>>3759966
Concept art from deviantart

>>3759965
How to change this generic appearance in 2d art?

>> No.3759985
File: 487 KB, 1024x569, crocotile.png [View same] [iqdb] [saucenao] [google]
3759985

>>3759921
The isometric one looks best. Low poly styles can also look good.

>> No.3759988
File: 22 KB, 480x320, iu[1].png [View same] [iqdb] [saucenao] [google]
3759988

>>3759970
Use more interesting color palettes. It's possible to do high-fantasy/medieval environments without going for the usual shades of drab green, brown and yellow. Here's a random one I pulled from google that at least looks slightly appealing to me becase it at least has some splotches of colors here and there.

>> No.3761427

>>3759988

This is honestly really good advice. For some reason, people seem to only be able to use the "standard" colors for everything. I guess it's kinda like symbol drawing but with colors?

>> No.3761452
File: 46 KB, 500x360, 32313-Nita-Engle.jpg [View same] [iqdb] [saucenao] [google]
3761452

>>3761427
Understanding local color and color temperature is super advanced shit that involves going outside and taking pictures at the very least. All the good rpg art was done by competent watercolorists (I'm assuming based on pre digital concept art and the general look of final backgrounds) who were also decent artists.

It's all about how you use the drab browns and greys to make other colors pop.

>> No.3761474

>>3759921
artstyle doesn't make the game look amateurish, it's the execution.

>> No.3761508

>>3759921
bottom middle is best

>> No.3761509

>>3759988
this unironically looks like shit
>that blue and orange enemy
riiiight, everything else is all soooo generic

>>tumblr

>> No.3761852

>>3759988
I agree with >>3761509, that looks like crap. That art style may not be common in games, but it doesn't make it look any less generic.
>>3759921
Top right is the only one that's outright bad and generic. Any of the other art styles has potential, especially top middle and bottom right.

>> No.3761861

>>3759985
this looks awesome. would definately play that game. brings nostalgia about times when life was about playing PSX and passing tests without doing shit

>> No.3764473
File: 32 KB, 500x500, Chair.gif [View same] [iqdb] [saucenao] [google]
3764473

>>3759921

TOP LEFT - looks too bland
TOP MIDDLE - looks great, high contrast + the color scheme is nicely saturated, not too much not too little + the colors are complementary
TOP RIGHT - This is the one that makes your game look amateurish
BOTTOM LEFT - Not sure about this one, if it's 3D it could look good but again those colors are too bland as well
BOTTOM RIGHT - This one looks amazing, doesn't give you the feel of a tile set and the color scheme is really good with lots of subtlety

>>3759985
Also this looks amazing, would love to play a game like this

>> No.3764480

>>3759985
Don't fall into the typical trend of low poly single color shit, actually take the time to make some decent low res textures like this and the final product will be more memorable

>> No.3764487

>>3759921

Top left one looks pro but boring as fuck

>> No.3764892
File: 110 KB, 1024x1199, morrowind__molag_amur_by_igorlevchenko_d87ptae-fullview.jpg [View same] [iqdb] [saucenao] [google]
3764892

>>3759921
Super Mario World is a prime example of a game aging well, the only thing I'd update with that is more animations and slightly higher fidelity.

Morrowind. Morrowind itself looks really bad today but the stuff it's depicting is both interesting and very distinct. Look up some of the fanart on Deviantart for it, it's great

https://www.deviantart.com/popular-all-time/?q=morrowind
https://www.deviantart.com/popular-all-time/?q=ascended+sleeper
https://www.deviantart.com/swietopelk/art/Akulakhan-447618970
https://www.deviantart.com/popular-all-time/?q=redoran


Darkest Dungeon is good, though in recent memory

Possibly '94 XCOM? Though the only things I'm really vouching for are the battlescape sprites for the default uniform (there's a surprising amount of love poured into something you're going to replace with the alloy armor) and the art for the heavy plasma- everything else I can specifically remember feels really cheesy, particularly the explosion graphics and the minimap
https://youtu.be/eH21vRGW_PY?t=1619
https://www.ufopaedia.org/index.php/Heavy_Plasma


Other than that, oh fuck, how did I forget Age of Empires 2 existed?? >>>/vr/5280338

>> No.3764911
File: 132 KB, 1120x725, lara-croft-go-uitg.jpg [View same] [iqdb] [saucenao] [google]
3764911

>>3764480
I thought pic related looked ok despite using vertex colors I guess is the term. Or something similar to that style.

>> No.3764931
File: 1.35 MB, 500x375, tumblr_nk56fh5Uwr1qlwqqzo2_r2_500.gif [View same] [iqdb] [saucenao] [google]
3764931

>>3759921

>> No.3764942

>>3759921
Mid bottom, but it depends on the genre. Top left would be good on a board game and I actually like the one on the top right, I think it appears amateur more because of the connection to RPGmaker as this one has much more soul to it, but jrpgs arent "cool" at the moment anyway.
>>3759988
Overdone and hard to look, all examples in OP pic looks better. Game designing is it's own thing.

>> No.3764957
File: 57 KB, 515x600, 1318731548760.jpg [View same] [iqdb] [saucenao] [google]
3764957

I'm sorry to tell you OP but art aesthetic is the last thing that matters on game development, EXCEPT if they are:
-AAA budget, so they can do it
-aesthetic oriented, which means the art is part of the product marketing (cuphead, hollow knight, ori) which means the artist of the house have a seat

They usually settle with the easier to use / available stuff. For example, pixel art is easy to be "ok".
Bold lineart + Painted stuff for rigging and animating on Spine is cheaper than drawing frame to frame animation stuff, like in Cuphead.

But you want the art to look less amateurish using less resources? The cheapest resource is an idea. Stop doing green forests as the first stage of the game. There's a fucking team being paid to think and it's not possible that the green forest is the first scenario and the desert is the second scenario on 90% of the games in this world. You're not losing affordability as much as you're getting originality.

>> No.3764961

>>3764957
Wrong. Programming is nearly trivial compared to creating and executing on a nice aesthetic.

>> No.3764963

>>3764961
I dont know if I would go that far, most of that kind of stuff rests on one guy (the art director), but creating all the assets/art/animation/etc for the game to use is usually a huge undertaking.

>> No.3764965

>>3764961
Your game won't get attention without a good aesthetic, but every other indie game out there tries to have a unique aesthetic. We're in the era where indie games aren't cheap looking pixel art like they used to be, most of the ones coming out now have a lot of visual skill going in. Looking good is a prerequisite these days and generally shouldn't be the focus.
>>3764957
In terms of being easier to work with for game design:
Cheap shit pixel art > 2D puppets > 3D > Traditional animation > High Quality pixel art
In terms of widespread appeal:
Traditional animation > 3D > Good pixel art > 2D puppets > cheap pixel art

>> No.3765077

>>3759921
Artstyle DOES NOT MATTER as long as it has soul.

>> No.3765085
File: 494 KB, 1920x1080, The Mooseman-4.jpg [View same] [iqdb] [saucenao] [google]
3765085

I'll dump some game artstyles

>> No.3765091
File: 1.36 MB, 680x348, Blasphemous_3.gif [View same] [iqdb] [saucenao] [google]
3765091

>>3765085

>> No.3765093
File: 251 KB, 1280x720, celeste_3344817-1.jpg [View same] [iqdb] [saucenao] [google]
3765093

>>3765091

>> No.3765095
File: 520 KB, 1920x1080, Cuphead.1920x1080.jpg [View same] [iqdb] [saucenao] [google]
3765095

>>3765093

>> No.3765096

>>3759921
First, you have to clearly define what an art style is. No buzzwords, no vague allusions to broad concepts.

>> No.3765097
File: 411 KB, 1920x1080, Darkest Dungeon.1920x1080.jpg [View same] [iqdb] [saucenao] [google]
3765097

>>3765095

>> No.3765098
File: 197 KB, 1729x973, Detention.1920x1080.jpg [View same] [iqdb] [saucenao] [google]
3765098

>>3765097

>> No.3765099
File: 542 KB, 1920x1080, Eastward-18.jpg [View same] [iqdb] [saucenao] [google]
3765099

>>3765098

>> No.3765101
File: 513 KB, 1920x916, low poly art.jpg [View same] [iqdb] [saucenao] [google]
3765101

>>3764480
>Look up low poly art
>Get this photoshop filter garbage
Why?

>> No.3765105
File: 435 KB, 1600x900, Hotline Miami_2012.jpg [View same] [iqdb] [saucenao] [google]
3765105

>>3765099

>> No.3765114
File: 519 KB, 165x197, kennethfejer-chopper.gif [View same] [iqdb] [saucenao] [google]
3765114

>>3765101
that's traced illustration though, low poly for games can be done well but its hard to learn.

>> No.3765115
File: 15 KB, 473x399, kennethfejer-biplane.png [View same] [iqdb] [saucenao] [google]
3765115

>>3765114

>> No.3765116
File: 19 KB, 400x452, kennethfejer-lowpoly_robotrunner.png [View same] [iqdb] [saucenao] [google]
3765116

>>3765115

>> No.3765120
File: 328 KB, 1280x800, Lexaloffle-ssvox11.png [View same] [iqdb] [saucenao] [google]
3765120

>>3765116

>> No.3765124
File: 947 KB, 1280x720, Mother Russia Bleeds_1.jpg [View same] [iqdb] [saucenao] [google]
3765124

>>3765120

>> No.3765125
File: 83 KB, 1200x839, Naemo_3.jpg [View same] [iqdb] [saucenao] [google]
3765125

>>3765124

>> No.3765127
File: 228 KB, 1280x720, Owlboy_1.jpg [View same] [iqdb] [saucenao] [google]
3765127

>>3765125

>> No.3765130
File: 849 KB, 1920x1080, Qasir al-Wasat International Edition.jpg [View same] [iqdb] [saucenao] [google]
3765130

>>3765127

>> No.3765134
File: 468 KB, 1920x1080, Samorost_6.jpg [View same] [iqdb] [saucenao] [google]
3765134

>>3765130

>> No.3765135
File: 36 KB, 1176x696, Sleepless Knights.png [View same] [iqdb] [saucenao] [google]
3765135

>>3765134

>> No.3765137
File: 227 KB, 2048x1152, Superbrothers Sword & Sworcery EP_5.jpg [View same] [iqdb] [saucenao] [google]
3765137

>>3765135

>> No.3765139
File: 409 KB, 1920x1080, Swords of Ditto_01-ps4-us-01jun17.jpg [View same] [iqdb] [saucenao] [google]
3765139

>>3765137

>> No.3765141
File: 103 KB, 1280x720, The Last Night-prealpha.jpg [View same] [iqdb] [saucenao] [google]
3765141

>>3765139

>> No.3765143
File: 1.91 MB, 1280x720, Totem Teller_2.png [View same] [iqdb] [saucenao] [google]
3765143

>>3765141

>> No.3765145
File: 278 KB, 1920x1080, TumbleSeed (2017).jpg [View same] [iqdb] [saucenao] [google]
3765145

>>3765143

>> No.3765148
File: 387 KB, 1920x1080, Tunic_4.jpg [View same] [iqdb] [saucenao] [google]
3765148

>>3765101

>> No.3765149

>>3765114
And that's the stuff I want to see when I look up "low poly art". Not some fresh out of high school graphic designer's interpretation of a short lived fad that fucked up Google's algoritm

>> No.3765161
File: 481 KB, 750x750, gareth-davies-bot-turn.webm [View same] [iqdb] [saucenao] [google]
3765161

>>3765149
try adding an "artstation" with the quotations

>> No.3765164

>>3765161
Will do

>> No.3765179

Thank you for the dump anon!

Also, if you guys complain about art, just want to point that video-games is an unfair world beyond the reachable laws of physics.

Have you guys read those google play comments? "I'm installing ur game if not me language gonna give 1 star"

>> No.3765212
File: 116 KB, 768x448, snes samplers.png [View same] [iqdb] [saucenao] [google]
3765212

>>3759921
>the classic snes style art
Elaborate?

>> No.3765498

>>3765085
This makes me think of something I'm having trouble remembering the name of. Does anyone know a horror game that would look like Miasmata
https://www.youtube.com/watch?v=-SXrpYT2NjQ
but it's dark grayscale with red highlights? I think the setting was pre-modern times and involved indians or a supernatural threat. I remember it looking very good for what it was