Hacker News Comments on
GuiltyGearXrd's Art Style : The X Factor Between 2D and 3D
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HN Theater has aggregated all Hacker News stories and comments that mention GDC's video "GuiltyGearXrd's Art Style : The X Factor Between 2D and 3D".
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All the comments and stories posted to Hacker News that reference this video.
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Nov 09, 2022
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grumbel on
AI and the Future of Pixel Art
Only if you keep it really low resolution and low framerate. If you want something higher resolution, multiple camera angles or fluidly animated doing it in 2D quickly becomes impractical.Guilty Gears for example started out with 2D sprites and then went 3D with Guilty Gears Xrd[1][2], but with a lot of trickery to keep it looking 2D'ish, though that always was more anime-style than pixel art.
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Dec 09, 2020
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flobosg on
Designing 2D graphics in the Japanese industry
Nice resource. While not strictly 2D, it brings to mind this GDC talk [1,2] from Arc System Works showing the lengths they went to achieve a high-res hand-drawn look while developing Guilty Gear Xrd.
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May 13, 2019
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corysama on
3D Game Shaders for Beginners
A very simple implementation of cell shading is to run the result of traditional lighting through a lookup table in the form of a 1D texture. Having runs and steps of solid color posterizes the smooth lighting input so that it resembles painted cell artwork.A very simple implementation of outlining is to draw the object a second time solid black, with the vertex positions extruded out in the direction of the vertex normals, and with backface culling flipped so that you see only internal faces. Those black, internal faces peeking out around the edge of the regular mesh form the outlines.
That's a good starting point. Many iterations and improvements from there gets you to this: https://www.youtube.com/watch?v=yhGjCzxJV3E