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/ic/ - Artwork/Critique


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File: 39 KB, 750x400, xrd-johnny-close-up-750.jpg [View same] [iqdb] [saucenao] [google]
4108845 No.4108845 [Reply] [Original]

Can we all take a second to appreciate Guilty Gears art style?
I'm not too crazy about anime styles and aesthetics but everything about this fucking art style is just so cool and polished. Retarded question but are they the first ones to embrace a half and half style when it comes to animation?

>> No.4108861

>>4108845
>half and half style
what exactly did he mean by this?

>> No.4108869

>>4108861
Instead of rigging 3d models to set animations they animated it frame by frame like a traditional animation by changing the poses each frame.

>> No.4108880

>>4108845
yes they are, they made a brand out of it as you can tell: Guilty Gear Xrd, DBFighterz, GranblueVS.
It's a clever use of 3D models and lighting, basically back when sprites where drawn for 2D fighters each sprite character had a static light source ofc, since after all it was drawn on and was permanent. Since they already have decades of experience in 2D fighters, they mimic'd the same thing and instead of letting the now 3D models be influenced by the environments lighting they gave each character their own semi-dynamic light source, which makes for more dramatic scenes as OP's pic suggests

>> No.4108967

>>4108845
https://www.youtube.com/watch?v=yhGjCzxJV3E

>> No.4108973

>>4108845
>Let's appreciate the style
>Posts extra close up of face

>> No.4109330

>>4108869
Anon, every goody quality 3d is done frame by frame

>> No.4109506
File: 1.79 MB, 500x257, tumblr_o4xhbe23dx1tyak95o1_500.gif [View same] [iqdb] [saucenao] [google]
4109506

>>4109330

>> No.4110166

>>4109330
>every goody quality 3d is done frame by frame
You don't know what you're talking about.

>> No.4110251

>>4108869
It's a mix of both iirc. They remove the tweening between frames to give it the choppy look, but certain keyframes are specifically tailored to polish it up.

>> No.4110298
File: 2.23 MB, 400x224, 1558052835657.gif [View same] [iqdb] [saucenao] [google]
4110298

>>4109506

>> No.4110406

>>4110166
Bruh I'm sfm animator and I totally know what I'm talking about

>> No.4110421

They're not, they stand out because they've managed to get the worst of both worlds with boxy low poly models and low framerate animation that belongs on the PS1.
This game being from the same gen as Marvel vs Capcom 3 is a joke.

>>4108880
Skullgirls is 2D and has dynamic lighting though. Plenty of indie 2D games already play with that concept.

>> No.4110428

>>4109330
It's completely true even if it's not standard practise.
There isn't any other way to end up on either end of the uncanny valley. imperfection makes hand-drawn animation look unreal enough, and the imperfect movement of human bodies looks natural enough. Just skeletal animation leaves you right in the middle.

I'm no animator but having eyes is a qualification enough when it comes to knowing what looks good.

>> No.4110534

>>4110421
>Skullgirls is 2D and has dynamic lighting though. Plenty of indie 2D games already play with that concept
that's irrelevant, besides skullgirls has no relation to a classic japanese 2D fighter, neither are the sprites done in the traditional way.
I've mainly explained the concept behind their unique 2.5D system and how it mimics the aesthetic of traditional sprites, there are interviews that talk about it. But you sound like a butthurt westerner indie animator anyways, so whatever.

>> No.4111096
File: 51 KB, 156x119, Screenshot_142.png [View same] [iqdb] [saucenao] [google]
4111096

>>4110421
I won't take the bait anon

>> No.4111292

>>4110534
>classic japanese 2D fighter
>neither are the sprites done in the traditional way.
Holy shit you have no idea what you're talking about do you
None of the shit you brought up makes any sense.

>>4111096
What even is the bait, polygons and framerate aren't subjective elements, nor is 3D games doing their animation frame by frame without dropping to 3 frames per move. I feel like I'm the one being clowned any time someone brings up this game.

>> No.4111306

>>4108845
I personally don't like the style of the new one coming out. The models are more detailed and it honestly doesn't look hand drawn anymore, I just see it as another cheesy cel shading attempt. The old game looked good tier though.

>> No.4111539
File: 159 KB, 350x479, LeoRev.png [View same] [iqdb] [saucenao] [google]
4111539

>>4108845
how do they make these really cool shapes? I've been doing art for 3 years now and I still don't know have any logic for making cool shapes besides using silhouettes/thumbnailing and feeling it out, and yet these character designs look so perfect it's like they have some math of where to exaggerate specific shapes and what should go together where. I've tried to study what makes a design look cool for a while but I just don't get it, It really feels like there's some kind of hidden logic I just can't see.