01-30-2014, 06:42 AM
also, pixelart is the art of compromises and limitations, in a good way
you work with the smallest graphical element, the pixel, to represent characters, objects and elements on screen. Since every dot is placed by you, and not by an automated tool (like photoshop brushes or vectors), you have 100% control of how the art comes out.
This being said, the less colors you use, the bigger your control will be: because you'll have less pixels to assign places for (which is a bonus, because this is how old games made graphics: with limited palettes, saved in the game cartridge data). And with this, as said before, will wnsure that you'll only use the colors that really matter to your work.
Since sprites and pixelart are usually given a reason to exist (they are a kind of functional art: they're parts of a bigger thing: games), there needs to be a balance between detail and production ease.
Finally, in old games, this mindset didn't exist and that's why some SNES games tried to be more realistic, by importing handdrawn art as graphics, or even modelling 3D characters and taking pics of it, or in MK's case, taking photos of irl people. Those are still sprites in the broader sense, but not pixelart due to its completely 'artificial' pixel placement. And this is the case for the map you're trying to replicate. You may create graphics close to the sample you have up there, but i'll never be IN style because it's hard to replicate compression algoritms with hand-placed pixels.
you work with the smallest graphical element, the pixel, to represent characters, objects and elements on screen. Since every dot is placed by you, and not by an automated tool (like photoshop brushes or vectors), you have 100% control of how the art comes out.
This being said, the less colors you use, the bigger your control will be: because you'll have less pixels to assign places for (which is a bonus, because this is how old games made graphics: with limited palettes, saved in the game cartridge data). And with this, as said before, will wnsure that you'll only use the colors that really matter to your work.
Since sprites and pixelart are usually given a reason to exist (they are a kind of functional art: they're parts of a bigger thing: games), there needs to be a balance between detail and production ease.
Finally, in old games, this mindset didn't exist and that's why some SNES games tried to be more realistic, by importing handdrawn art as graphics, or even modelling 3D characters and taking pics of it, or in MK's case, taking photos of irl people. Those are still sprites in the broader sense, but not pixelart due to its completely 'artificial' pixel placement. And this is the case for the map you're trying to replicate. You may create graphics close to the sample you have up there, but i'll never be IN style because it's hard to replicate compression algoritms with hand-placed pixels.