![]() And you may not need UVs either since you can use generated ones. ![]() Some things can get away with procedural textures, layering a few basic things that come included with Blender's Eevee renderer. For animated models, you may want to have better control, but even then, you don't have to worry about poly budget at the least.Īnd then, when it comes to texturing, it also depends on the asset. That asteroid I have above has over 3 million verts.not sculpted though, but created through subdivision, and all the detail was done using displacement textures(which is why it needed so much geo to look OK-ish). If you are pre-rendering, you could just render the sculpted version. Some models go through a lot more than is necessary, like doing a sculpt and retopo lower poly. Specifically in the case of using 3d for pre-rendered, you can sometimes skip some of the steps that are normally associated with it. And in case of 3d animation, an animated manikin will have too many degrees of freedom to fiddle with.Īlso, like I said - a recommended workflow to get a good 3d animation is to animate it first in 2d with a stick figure, and then make 3d actor match the moment. This can't be done with high resolution or vector art, and it can't be done with 3d. Place a dot, see if it looks closer to what you had in mind, and if it looks slightly better, keep it, otherwise reverse. Setting up animation doll for pixel art characters is very time consuming, and is not a justifiable expense when you're doing something like a mario sprite which has 2 animation frames.Īdditionally, the reason why drawing pixel art is easier than 3d render is because due to low number of pixels, you can brute force it. Making fluid movement in 2d is easier than in 3d. Also, why not pick up Earthworm Jim or Alladin? I'm sure this community is full of opinions on the subject and I'm sure they will soon follow my post either way.Ĭlick to expand.As far as I can tell, you've run out of arguments and now are trying to be sarcastic. But like I said, at the least from what I've seen of the discussion, if you aren't modifying the pixels directly, it isn't really pixel art, even if it looks like it. I see the merit in that definition, even if it isn't my preferred definition. I have seen other define it the way you do however, with it being about the style of the end result. And pixel art can be as small as 8x8 and as big as thousands by thousands of pixels(though bigger images take massive time if done as pixel art). This doesn't mean you can't modify more than one pixel at a time, rather the shortcuts taken are more about saving clicking on single pixels, not calculating things for you(like using photoshop brushes that do AA in 50 colors). The way it is made is quite literally at the pixel level. 3d isn't for just anybody, though it may be more for some people than pixel manipulation is.Ĭlick to expand.It depends on exactly how you define "pixel-art." Most times I've seen it discussed, the definition is more about how it is made than the final look. The disadvantages however, lie in that there is much more technical stuff to learn, more steps to get things going, etc. So basically once you get to a certain point, iteration is generally easy enough. ![]() You don't have to modify tons of pixels, etc. ![]() If it doesn't look right, you can make slight changes to the model, and re-render. There are also advantages in other ways, for example, that you only have to create the model once, and once you do the animation and texturing, it is a matter of rendering it out. It feels a little closer to coding than pixel manipulation does. ![]() With 3d, I can tell the computer to give a sphere, and it will light it up according to the instructions I give it(moving lights around, etc.). You have to figure things out more directly in 2d space.īasically, not saying I'm an artist by any stretch.but I can get much closer to acceptable results from 3d models as compared to 2d sprites. In 3d though, you can take a look at all sides of a thing and fix the anatomy, etc. With 3d modelling, you can often get away with things you can't when using pixel art(though it applies the other way around as well). It feels much more "artsy" to me as compared to 3d modelling for example. I personally never got good at pixel art. ![]()
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