Originally Posted by jrs100000
This is kind of a strange question to ask around here, but if anybody knows the answer it might be you guys.
Im finally working on my very first video game! As the sole artists on the project designing icons, buttons, and small 2d representations of in game assets for the interface ended up on my to do list. I have never actually done anything like this before, so I just did what came naturally and modeled the whole thing in 3d to take renders from. I took those renders into PS, cut them into their required sizes, cleaned up the edges and indexed the colors.
I thought it all came out pretty nicely, but afterward I decided to do some research into how pixel art is normally done. I was a little bit surprised to not see any references to this method at all. It seems like it would be much faster than painting individual pixels, especially if there is complex lighting or any sort of animation involved. So my question is: Did I do something wrong, is this a secret pro method that nobody talks about, or is what I did called some other name that I should be researching other than "pixel art"?
as a classical animator turned pixel artist learning 3d -_-; ... I'd have to say it's not incorrect, it's definitely another way to do things, and if it works, that's great.
Your method would be great for making simple locations or cars/ships anything mechanical with few moving parts... but you may start running into problems when you start animating characters. Depending on what platform you're working on, framerate could be an issue, and if all you got to make a walk cycle is 2 frames to work with... there's no point in modeling, texturing etc for just 2 frames, in this case, drawing by hand would be faster, unless of course, you are looking for a very 3d look like DKC or the games listed above.
Also if you ever need to build tilesets, the amount of detail in 3d would be overkill for a 16x16 pixel tile.