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#These are recolors of their B2W2 sprites
superyoshisisland64 · 3 years
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In honor of pride month and gen 4 finally getting a remake (and bc ppl on discord told me to), I’m posting my pride month recolors of the Creation Trio. We have:
Bialga
Pankia 
Giratinace
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mandl27 · 3 years
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On Pokémon, 2D Sprites, 3D Models, and the Expressivism Within
I already posted this on Twitter, but I'll say it here too.
As cited by Dr. Lava, Masuda objected to the series transitioning to 3D because he felt having multiple (2D) sprite artists allowed for far greater individuality and expressivism than any 3D models could produce. After seeing that, I realized I should put my feelings on this whole "2D vs 3D" debate on virtual paper instead of scatter-shot across multiple Discord servers.
Filed under "Masuda has no idea what the fuck he's doing".
The argument of personality with 2D sprites hinges on the idea that sprites change regularly. As a handy counterargument, a number of Pokémon recycled their sprites from DPP/HGSS through B2W2.
A few people in replies to OP noted that Stadium/Colo/PBR models (also all recycled, though PBR retextured most of them) were more expressive than the relatively bland animations XY models have. That's true, and this is where I dive a bit into personal opinion.
To me, Stadium's exaggerated animations, and to a greater extent BW's exaggerated sprite tweens, come off as stilted and unnatural. I'm a firm believer in the notion that idle loops /should/ be simple and bland. Floatzel and Misdreavus are two BW sprites that come to mind.
In BW's defense, it doesn't have unique attack animations like the 3D games do, so it was all or nothing there. And you definitely won't find me defending the Sky Battle-mandated "flying T pose" idles, like Xatu and Swellow. Charizard et al are on thin ice.
Returning to objectivity here, 3D is a far more versatile space than 2D. Long-standing RPG concepts like a free camera only entered Pokémon as Game Freak let go of their death grip on a 2D presentation. This grip can still be felt in things like XY/SM's infamous outlines.
Bottom line, wanting personality and expression in your graphics is a noble goal. But claiming that multiple artists is the cause of that shows a dangerous lack of understanding game art. It's this kind of mentality that's made GF appear incompetent in today's game world.
That's an argument by itself, but when discussing it with others I remembered a personal project of mine. I'd been wanting to recolor mainline sprites to use Home palettes, primarily to liven up some of the duller palettes (see: most Hoenn mon in gen 5) but also as an exercise in learning how Pokémon sprite palettes work. I then added the following:
Addendum I just thought about: Pokémon as a franchise really has two sets of palettes now. One palette is used in mainline and Sugimori's concept art. The other is used literally everywhere else (anime, all spinoffs since gen 4, most gen 4-5 sprites).
That second palette is much more vivid than the first, which contributes a lot to the lifeless feel of XY models. Even the game's color palette is conspiring against them. Compare Sugimori's art of Lucario and Charizard to their Home renders. They're even in the same poses.
And ultimately, these models being near-identical in geometry to XY+'s shoots Masuda's entire argument in the foot. Models /can/ be expressive. Models /can/ be colorful. It just requires a capable 3D team, which I have reason to feel Game Freak lacks.
(Thread source)
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