An anime 30 minutes chapter cost 150.000 USD to do.
I don't think a FG needs more 2D sprites than that.
I know pixel art is pointless in 1080p and new ones should go the Skullgirls way.
http://www.crunchyroll.com/anime-news/2011/10/30-1/how-much-does-one-episode-of-anime-cost-to-make
Original work - 50,000 yen ($660)
Script - 200,000 yen ($2,640)
Episode Direction - 500,000 yen ($6,600)
Production - 2 million yen ($26,402)
Key Animation Supervision - 250,000 yen ($3,300)
Key Animation - 1.5 million yen ($19,801)
In-betweening - 1.1 million yen ($14,521)
Finishing - 1.2 million yen ($15,841)
Art (backgrounds) - 1.2 million yen ($15,841)
Photography - 700,000 yen ($9,240)
Sound - 1.2 million yen ($15,841)
Materials - 400,000 yen ($5,280)
Editing - 200,000 yen ($2,640)
Printing - 500,000 yen ($6,600)
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0 • Off Topic Disagree Agree LikeAnd in general, this should be easily feasible next-gen since both Sony and Microsoft's offerings both appear to have at least 2GB of RAM on board; even discounting whatever amount is going to be reserved for other applications, it'll be several times what's available to either console now.
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0 • Off Topic Disagree Agree Likewith a sprite, each frame is it's own image to load. so an idle animation is like loading lets say 30 images of the same thing, although they look very similar it doesn't matter. then you have to do that for each other animation. it adds up very quickly.
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0 • Off Topic Disagree Agree LikeThere's too many variables like the studio's transition to video game animation, the budget its having, and what the direction of the game is.
Skullgirls honestly looked real off at times. You had an entire neighborhood at the fight at times but just mildly spectating the fight. There's stuff like them off perspective, some girl only two feet away being watercolored while the girls in front of her have bold cel shading. That Disney-esque mom with a live action rabbit. The city roadway at night where there's a bunch of OCs that just twitch over and over despite getting the same detail as the main cast, which makes the depth of field really weird.
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0 • Off Topic Disagree Agree LikeTo be fair this isn't 100% true you recycle animations within moves like Hurricane Kick is only like 5-6 unique frames. Idle animations are almost ALWAYS the most expensive animation because it's so slow and tends to have a lot of unique frames but even then you normally have the character return to his original animation so your looking at a MAX of 30 or so but actual number is probably around 15-25. I mean a fireball even though it's 40 something frames is only 8-10 frames of actual animation in 3S.
Most moves don't have all unique frames for any moves. It has a lot to do with once the move is out you want it to look like that move long enough people know what's going on. That's another reason hit stop is used so people know what they blocked or got hit with. Skullgirls has a lot of animation and never seen their spritesheets o
Source: I wrote a 2D fighting game engine and tested it by animating 3S ryu sprites.
TV sprites use a LOT of cheater techniques to reuse assets. They have a computer program that does all the voice matching for them. Most rarely show legs which would have to be redrawn simply if they took a step onto some stairs. Instead they draw the character from the waist up and simply move him up and down like a paper puppet to simulate he is walking. They tend to have a lot of still moments where nothing is going on. Action scenes are more expensive though for sure.
A move with 12 unique frames for a game will probably cost you around $150 to make. Now you need 400 frames or so for a character so your looking at probably $3000-4500 per character. You can get a Full HD 3D model, high-res game model, and have it textured and rigged for $500-1000 depending on what your making. Animation won't add more then a grand or so if you have a mo-cap setup and most of your movements are fairly realistic. If your move is highly unrealistic it will need to be key framed and it will be more expensive to do the move then mo-cap but less then the 2D sprite move. So if you already have a Mo-cap setup animation is PISS easy so 3D models are cheaper cost and resource wise. That and the fact people think 3D looks better makes it a no-contest for big companies on which to choose. The inital entry to 3D is very expensive and most people don't have experience with it so that's the reason Indy games go with 2D but they typically don't pay their artists much because they are doing it for profit shares and maybe a small upfront cost for each spritesheet unless you have a real publisher or take on some upfront debt since making a high quality game is an expensive effort that gets more expensive the more help you need (netcode, marketing, blah blah blah).
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0 • Off Topic Disagree Agree LikeThis is the modern way of doing HD sprites, the Skullgirls way of hand-drawing everything is outdated and subpar compared to the 3D -> 2D technique.
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0 • Off Topic Disagree Agree LikeCheap Japanese televised animation has already an established tradition. But it started with Hanna Barbera actually.
While Japanese AAA video games moved already to 3D a long time ago. It also has to do with the fact that talented Japanese animators prefer the video games over the animation industry due to better pay and working conditions.
besides, Blazblue and GG are more famous for their style rather than rich animation.
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0 • Off Topic Disagree Agree LikeHm, that actually sounds pretty good. Would reduce the time and QC commitment for sure. Any idea of the detail involved? Seems like a HD model is overkill since fine detailed doesn't appear to normally translate into the drawings so by HD I assume HD just simply means high polygon. Interesting thing is you could map a normal map to the sprites and do dynamic lighting in 2D .... which is pretty cool.
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0 • Off Topic Disagree Agree Likehttp://kofaniv.snkplaymore.co.jp/english/info/15th_anniv/2d_dot/creation/index.php
Basically, the 3D models are SUPER barebones basic models that they just use for basic shape and form. They add shading and details when converting to 2D to get that super detailed look.
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0 • Off Topic Disagree Agree LikeApples and oranges. SG's method (some pros/cons)
- sprites, but not true pixel art
- costs several times less per-character to create than any current 3d or 2d FG by a major publisher
- uses base sprites that are twice the resolution of native for finer/softer edges
- ^ limits the max level of detail that can be conveyed at native res(though nobody else has gotten close to making this look like a weakness and probably won't unless SNKP starts making 720p sprites at the same level of quality as their upscaled 480p)
SG also use 3D model bases for animating specific portions i.e. Painwheel's blade, so it isn't even like the methods are completely exclusive to each other. I would bet money that if ASW knew the tech could be applied this way 10 years ago, they would have gladly adopted it over what they're currently doing because it boosts the two weakest things about their sprite offerings; the detail(for something at 720p native, they are ass compared to something like KOF which does it right) and the feasibility of budgeting more inbetween frames per animation(since SG's process is cheaper).- Spam
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0 • Off Topic Disagree Agree LikeSG also uses "bump maps" and shading layers to allow for real time lighting.
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0 • Off Topic Disagree Agree LikeYes, an animation studio has a team of trained animators, but in terms of logistics it'd be annoying. If moves need to be tweaked, new characters are to be added, or animation assets have to be changed in any way, you have to go back to the company and have them redo it. This not only takes more time, but is expensive, and there's no telling how much back and forth you have to do before everything is done the way you want.
The other problem is that the animation studio already has tons of its OWN projects to do. In order for Capcom or SNK to convince them to drop what they're doing and make game art, they'd have to pay those studios a ton of money. Probably more money than a fighting game company wants to pay.
Having an in-house team is of course the better option because everything is faster, streamlined, and internally done. But these days Capcom and SNK don't really have 2D staff, so that's why they do 3D now.
Could Pixar handle cutscenes for Uncharted? Sure they could. But is Naughty Dog going to pay mega bucks to Pixar for them to do it? Of course not - they'd do it themselves. Having an animation studio do game sprites is the same thing.
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0 • Off Topic Disagree Agree LikeJust look at Testament's Badlans or Order Sol's 6HS, or Chipp 2P
BB has better accuracy and consistency across the board because it use the 3d->2d the same way that KOFXIII does
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0 • Off Topic Disagree Agree LikeThey look marginally the same as ArcSys's usual mediocrity to me. They should have saved their time and money.
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0 • Off Topic Disagree Agree LikeCan you tell me why certain projectile effects (fire and the like) in KoF 13 still have thick ugly black outlines on them? Did they not take these out during the process? It reminds me of gunk leftover when trying to make an image transparent.
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The Official Unofficial Skullgirls News Blog Roll Thing
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0 • Off Topic Disagree Agree LikeNot in KOF XIII. ArcSys's stuff looks sloppy in almost every single frame. Tracing from 3D didn't help them much.
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0 • Off Topic Disagree Agree Like"Being degrading or insulting is not the same as being hype. Huh, I think I just solved the problem with the entire community." -- Mike Z on the FGC
Nominee, 2012 Arcade Stick Modder of the Year
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0 • Off Topic Disagree Agree Like- Spam
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0 • Off Topic Disagree Agree LikeAnd about 3d looking better than 2D is freaking nuts Darkstalkers games have a much better look than SSFIV by a lot and they age better than 3D.
KofXIII sprites are gorgeous
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Skullgirls is the best
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0 • Off Topic Disagree Agree LikeNobody, noticed this frame of animation.
Or the mole that pops up Buletta on her 6MK.
Computer memory doesn't lie the heads up display can.
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0 • Off Topic Disagree Agree LikeSometimes pausing isn't even necessary:
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0 • Off Topic Disagree Agree LikeBut the majority of your sales are going to be in the beginning and if you release modern 3D (for your time) most people are going to believe the 3D looks better assuming your ability to write shaders and coordinate level / character design isn't shit. But those same risks are associated with 2D and 2D is typically used to plan layouts and whatnot for 3D. Not to mention any rerelease you probably have a super hi-def ZBrush model you derived the game model from that is so hi-def it could be used in movies (though it might have to be rerigged).
Personally i think certain characters like Mai don't look very good in KOF XIII a bit pixelly but the majority look beautiful. I think it looks better than Skullgirls. Skullgirls is cleaner but I think KOF XIII went for a more stylized look on purpose and those background !
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0 • Off Topic Disagree Agree LikeSo they are overrated because a studio of non-animators did an awful job with a game that originally had very few frames of animation?
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0 • Off Topic Disagree Agree Likeno, the game didnt need hd sprites in the first place. it actually looked worse with the hd sprites and secondly Udon arent even good artists.
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0 • Off Topic Disagree Agree LikeAs for the opaque effects in KOF13, it's definitely intentional. Making them translucent is literally as easy as flipping a switch, and as mentioned plenty of the effects are. Personally I'm guessing they chose to keep fire effects opaque so they could have dark smoke. Using additive blending (the method primarly used to create translucent effects in games like KOF13, CVS2, GG, et al) dark colours become transparent while bright colours become opaque, so it's impossible to do decent effects with dark colours - dark smoke, for instance. It's certainly possible using other methods (alpha blending, layered sprites with different degrees of translucency, etc), but it would be more resource heavy.
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0 • Off Topic Disagree Agree Likenot really
street fighter 4 is a stylized game, its gonna age a well
unlike tekken or virtua fighter, you ever play old tekken it looks like ass.
you ever play something like legend of zelda winwaker now, its looks fantastic, because its cartoony and stylzed
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0 • Off Topic Disagree Agree LikeThe problem isn't they made HD sprites for it, it's that they gave the work to lousy artists and non-animators. They didn't add in-betweens and instead of fixing the anatomy mistakes they added even more, so everything ended up being a mess. But, imagine if instead of Udon someone competent made the sprites.
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0 • Off Topic Disagree Agree Like- Spam
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0 • Off Topic Disagree Agree Likemost of them usually live with their parents and their anime collections, drawing deformed anime suited to their own taste. they are satisfied with low pay by studios. also very unlikely for them to have seen a real girl....
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0 • Off Topic Disagree Agree LikeLooks like you're seriously confusing people who make animation in their free time and people who do it for a living...
There are lots of people who animate for a living, working for Korean studios. The quality and consistency of the animation is directly proportional to the amount of money being put into a project. Also, US and Japanese cartoons have been for the most part animated and outsourced to Korea since the 90s.
I don't know what the hell you're talking about with the living with parents thing. Not everyone who animates is some kind of closeted loser, and if you work for a studio, you draw what THEY tell you to.
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0 • Off Topic Disagree Agree Likethere werent any anatomy mistakes to fix in the original ST. i dont get what you mean by "inbetweens" are you talking about the animation?
even if someone competent remade the sprites it wouldnt look better than the original, but would look far better than the mess udon made.
like i said earlier, its the animation that matters not the sprites.
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0 • Off Topic Disagree Agree LikeIf you hire the proper artists. The vast majority of Eastern artists lack the talent, experience and proper training to create high-quality comic-style animations.
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0 • Off Topic Disagree Agree Likeof course it had anatomy mistakes. shit artists make basic anatomy mistakes and thats why STHD was a mess.
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0 • Off Topic Disagree Agree LikeThis is a sweeping generalisation and borderline ignorant. There are plenty of artists in Asia who can do fine art and not just comic art. They're more than capable of doing a realistic still-life or an anatomical study. To claim only people in the west know how to draw just because you don't like the "popular" style is ridiculous.
Alice: Nightmare Returns is an American game with so-so gameplay but great art direction. Take a look at the concept art some day. It's gorgeous and uses all sorts of different mixed media. The team who did it is also almost entirely Chinese. There's not an anime-styled anything to be found anywhere.
I might as well say that Americans can't draw because I'm not a fan of the way Jim Lee draws Batman. It's a ridiculous and ignorant statement. There are just as many hack artists in the west as there are in the east, but no one goes on deviantart, looks at these people, and claims "NO ONE IN THE WEST CAN MAKE HIGH QUALITY ART".
UDON, whose art you hate so much, is all American by the way.
Just because a person draws in a style that you may not like, it doesn't mean they don't know how to draw. Good artists draw in a style they like - it doesn't mean they can't do anything else. Picasso is one of the greatest artists of th 20th century, yet his famous works are surrealist stuff that aren't all that realistic. Do people go around saying "OMG HE CAN'T DRAW?". He can, but he just chooses to draw people with messed up faces.
Claiming Asia is a sea of lousy artists is ridiculous.
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0 • Off Topic Disagree Agree Likehttp://jiggeh.deviantart.com/
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0 • Off Topic Disagree Agree LikeThere were tons of mistakes in the original sprites. In HD they stand out a lot more. With UDON adding extra ones, you get HDR.
By in-betweens I mean adding frames of animation besides the key ones. They could have added frames (and modify existing ones) to improve the animation without modifying the gameplay. But the project was so under budgeted that they even had to downgrade the color palette. If the work was done by a talented team of experienced sprite artists with a decent budget the game could have looked great. And both the animation and the resolution matter.
By the way, I can't back oldschool in this one. There are hundreds of talented Asian artists. (also Picasso sucks)
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0 • Off Topic Disagree Agree LikeComputer memory doesn't lie the heads up display can.
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0 • Off Topic Disagree Agree LikeEdit:
A lot of the artwork you see in MSH and Cota, especially the win quote screens was traced from artwork from the comics themselves.
Computer memory doesn't lie the heads up display can.
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0 • Off Topic Disagree Agree LikeOf course most don't do western-style comics. How come Joe Madureira hasn't drawn any manga? Your question is pointless.
You have a problem where you think what style people draw with == skill.
According to you, the people who animate Adventure Time can't draw for shit because Adventure Time is drawn with a simple style. Your blind disdain for Asians is ridiculous.
The coloring job on some of these painted images is smoother and more detailed than the vast majority of mainstream American comics, many of which use SIMPLE, STYLIZED, ARTWORK. ::gasp!:: You mean Americans don't draw everything in a realistic style?! D:
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0 • Off Topic Disagree Agree Like"Omg Lil B is probably the best rapper of all time, imo" - Ludwig Van Beethoven
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