qwerty Posted March 17, 2011 Posted March 17, 2011 a full screen rendered at 480p is not considered high def. likewise, images (read: sprites) rendered at 480p are not considered high def, either. go check wackypedia if you don't believe me. this is also the main reason kof13 can be played in 4:3.
Hecatom Posted March 17, 2011 Posted March 17, 2011 (edited) ...uh? like qwerty said (though the p is only related to the screen output, not the resolution:P ) the sprites of kof12/13 are about the same resolution of GGX-XXAC (perhaps a little smaller) that doesnt mean that they arent gorgeous for being considered hd they would have to be at least around 640 Edited March 17, 2011 by Hecatom
qwerty Posted March 17, 2011 Posted March 17, 2011 (though the p is only related to the screen output, not the resolution:P ) actually, the two are very closely related within the context of arcade monitors, since horizontal refresh rate and resolution go hand-in-hand. but, that's just getting to the point of nitpicking, isn't it? :P
Circuitous Posted March 17, 2011 Posted March 17, 2011 a full screen rendered at 480p is not considered high def. Yeah, I know. I just don't get how they can be considered high-resolution without being high-def, in that the correlation between resolution and definition with regards to TVs/Monitors is so strong. It's a pointless discussion, the statement just sort of blew my mind.
Hecatom Posted March 17, 2011 Posted March 17, 2011 well, as far as i know, sprites around the same res of GG have always been considered Hi-res compared to other games like mb wich is considered low-res or 3s, for example
Ashenwraith Posted March 18, 2011 Author Posted March 18, 2011 Hi res just means the graphics are a higher resolution than previous. HD means it supports a television format. 480p is not an 'HDTV' format. It's an improved scanning format (progressive, which is what the p stands for) over the older SDTV format (525i, interlaced). The approved HDTV formats start at 720i/p in the US system. Notice this is also on noted on youtube's player.
qwerty Posted March 18, 2011 Posted March 18, 2011 (edited) Yeah, I know. I just don't get how they can be considered high-resolution without being high-def, in that the correlation between resolution and definition with regards to TVs/Monitors is so strong. it's two things: the fact that 480p has never been recognized as hd in the us (and most other countries, as well) and the fact that high res monitors have been around way longer than anything classified as being hd. for reference, 15khz horizontal refresh is low res (240p in layman's terms), 24khz is mid res (496x384), and 31khz is high res (effectively 480p, the native resolution of naomi games including guilty gear). Edited March 18, 2011 by qwerty
SolxBaiken Posted March 18, 2011 Posted March 18, 2011 Wow...this thread taught me something, and in the end isn't that all we can ask of the internet?
Ashenwraith Posted March 18, 2011 Author Posted March 18, 2011 you brought them up first...? everyone that works there is a clown; you really expect even an interview of theirs to go well? Uh Gamasutra runs the GDC which they really built up since it's inception, but they're a bunch of clowns? I'm sure you, the random guy on the internet could do a much better job.
qwerty Posted March 18, 2011 Posted March 18, 2011 random guys on the internet know more about competitive gaming and 2D graphics, for starters. anyways, dude, i don't know what left there is to say at this point. you clearly have some artistic ability, but i think you're underestimating just how difficult it is to do 2D correctly. i could be wrong, but that's what all signs are pointing to. if you don't feel the work you've posted is representative of your abilities, then you shouldn't have posted it in the first place.
shtkn Posted March 18, 2011 Posted March 18, 2011 as cruel as this will sound, your bb sprites look like you just blew them up in photoshop, applied a watercolor filter, then smoothed out the edges by hand. also, taht realistic jin face (and remy's as well) looks VERY unnatural because you applied a realisitic style to an unrealistic face, making the proportions look off and thus creepy. i'm almost certain you just looked at the original sprite and said to yourself "the eyes in the original sprite take up this much room, so i'll make them take up the same amount of space in my sprite in my style". Don't do this. Figure out how to translate their expressions into your style while still keeping their defining characteristics. If that means drawing "outside the lines" then so be it.
Ashenwraith Posted March 18, 2011 Author Posted March 18, 2011 (edited) as cruel as this will sound, your bb sprites look like you just blew them up in photoshop, applied a watercolor filter, then smoothed out the edges by hand. Hey thanks for this. This is actually what I was looking for. It's supposed to be accurate. If I scale the sprites back down you actually should get smooth version of the original image that's about 99+% done: Would it be worth playing a BB that's 32b smooth? I can just paint in the details to sharpen up the face and keep it accurate to the original line art/res. You would definitely notice a difference when the engine zooms in and out. also, taht realistic jin face (and remy's as well) looks VERY unnatural because you applied a realisitic style to an unrealistic face, making the proportions look off and thus creepy. i'm almost certain you just looked at the original sprite and said to yourself "the eyes in the original sprite take up this much room, so i'll make them take up the same amount of space in my sprite in my style". Don't do this. Figure out how to translate their expressions into your style while still keeping their defining characteristics. If that means drawing "outside the lines" then so be it. There are a lot of like how the wrinkles/shine/hands/feet of the Remy character, etc that are stylized but not realistic. I usually do stuff more realistic, but I was trying to find a happy medium without creating a "SF the movie" issue. Typically the hands and feet are always larger/head smaller in most action oriented styles. Normally I'd keep repainting it until there was some consensus of fan approval, but since some people seem angry over Arc Sys IP i'll just post original stuff next time. Edited March 18, 2011 by Ashenwraith
mr.mortified Posted March 18, 2011 Posted March 18, 2011 ...i'll just post original stuff next time. please and thank you :3
Xtra_Zero Posted March 18, 2011 Posted March 18, 2011 (edited) In all seriousness, the reason this stuff looks so strange is because of two things: 1) The lines are too thick for the higher resolution. 2) Everything is too blurry. For example, Tsubaki's face and torso in the "high res" images are incredibly blurry and actually remove detail instead of adding it. If we look at her left arm, the defining lines look like they're just upscaled from an original and smeared over. What makes the originals look clean by comparison is that the lines are consistently ~1px wide and are very defining, whereas your lines here have graduations and are ~3-5px wide, which just looks blurry compared to the original. Even if this is intentional for a "painted" look or something it doesn't look so great because there's blur where there isn't supposed to be any (where there aren't supposed to be graduations) like the edges of the character, places where Z layers overlap, and sharply defined objects like her hair doodads. This is where your sprites look worse than the HDR ones. Also in the case of Jin head, the head looks like a 3D model pasted on a 2D body. Edited March 18, 2011 by Xtra_Zero
qwerty Posted March 18, 2011 Posted March 18, 2011 In all seriousness, the reason this stuff looks so strange is because of two things: 1) The lines are too thick for the higher resolution. 2) Everything is too blurry. For example, Tsubaki's face and torso in the "high res" images are incredibly blurry and actually remove detail instead of adding it. If we look at her left arm, the defining lines look like they're just upscaled from an original and smeared over. What makes the originals look clean by comparison is that the lines are consistently ~1px wide and are very defining, whereas yours here have graduations and are ~3-5px wide, which just looks blurry compared to the original. Even if this is intentional for a "painted" look or something it doesn't look so great because there's blur where there isn't supposed to be any (where there aren't supposed to be graduations) like the edges of the character, places where Z layers overlap, and sharply defined objects like her hair doodads. This is where your sprites look worse than the HDR ones. thank you.
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