[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]

/vr/ - Retro Games

Search:


View post   

>> No.4831336 [View]
File: 516 KB, 500x500, diddy.gif [View same] [iqdb] [saucenao] [google]
4831336

>>4831324
I agree, the skill and ingenuity involved is usually taken for granted. Though I see how people may find what he >>4831289 calls "pixel art" the superior (or at least more fashionable to praise) discipline for creating low resolution visuals, since it was tailor-made for those conditions and eventually developed its own visual language, almost as an actual art medium

Prerendered visuals as a technique was more about the optimization for extremely constricted output resolution of graphics created for potentially ANY resolution. Since these consoles worked with 1-bit transparency assets (each pixel is either transparent or not), converting the anti-aliased contours into usable sprites must have been fucking hell, and even then it still doesn't look perfect -like with those grey pixels around Diddy-

>> No.3765154 [View]
File: 516 KB, 500x500, ook-ook-ook-ookookook.gif [View same] [iqdb] [saucenao] [google]
3765154

>>3762046

>> No.3625859 [View]
File: 516 KB, 500x500, DKfive.gif [View same] [iqdb] [saucenao] [google]
3625859

>>3625848

Are you me?

>> No.3534441 [View]
File: 516 KB, 500x500, diddys-kong-pixels.gif [View same] [iqdb] [saucenao] [google]
3534441

>>3534253
The big practical breakthrough with PR3D was automation, as you could output lots of frames of elaborate and fluid animation; but that outpud did require cleanup, which was a tough enough job (pic related) without having to also translate the gradients to crisp-looking dithering patters (those pretty much only look good when a human artist does them)

Navigation
View posts[+24][+48][+96]