Lune, on 03 April 2018 - 08:55 PM, said:
You're failing to see that Blood's art is not a result of artistic choices alone. The size of the sprites, while being a technical limitation of the time, also matter. A limited color palette matters. The fact that we are dealing with sprites in the first place, matters.
You're conflating the technical limitations themselves with the effects they have on the art style. Pixelation itself does not matter. The limited ability to express detail in the artwork does. Being limited to exactly 255 color values does not matter; the color ranges used do.
By your reasoning, in order for any new artwork to "look like" Doom, the artist
must limit it to these exact colors:
Instead, I contend that any art
should draw from something more like this:
Arguing that anything created this way no longer "looks like" Doom is beyond pedantic, and simply wrong.
Lune, on 03 April 2018 - 08:55 PM, said:
If you were to make a new enemy, and you were to fit it in with Blood's original art, you'll have to restrain it to certain parameters to make it look like the rest of the enemies.
If you were to fit it with Blood's original art
assets.
Lune, on 03 April 2018 - 08:55 PM, said:
I think you're missing the point here, the 'art style' you're referring to - the game's art bible, art direction, whatever you want to call the visual guidelines for the game - is not what's being discussed, it's the role of the low resolution limitation to emulate how games were back then.
The low resolution does not dictate the perception of the game world. You say the shader can be used to emulate games, but the word you're looking for is
imitate, and the result is something that is
conflicts with both assets and style, making it poseury in such a context.
Lune, on 03 April 2018 - 08:55 PM, said:
Phredreeke is not trying to achieve a retro look, he is trying to enhance sprite quality, which is opposite from what this shader is trying to do.
That's not what I'm saying. I'm saying that his pack still "looks like" Blood, despite not being limited to small image sizes.
Lune, on 03 April 2018 - 08:55 PM, said:
That's your opinion, imo it would not look coherent. The enemy models would be amazingly detailed while all the rest of the game - maps, weapons, decoration, etc. - would be stuck in the 90s.
Once again, assets vs. style. It would look like an incomplete remaster, but it would still feel like Blood. Additionally, if you ran the game at 320x200, would it look that different? Keep in mind that such a low screen resolution was fully supported, and it does not lend itself to picking out pixelation among assets.
Lune, on 03 April 2018 - 08:55 PM, said:
Nobody said pixels = retro. What I'm arguing is that if you want to create new stuff that looks like the original game, you'll have to limit it to what the game had back then.
You should further clarify what you are arguing. If you want to create new stuff to use alongside the existing assets, for example in a mod, then this shader will
never look consistent with what is already there. If you want to create an entirely new game world, then you are no longer restricted to the limitations of the original assets, and you can focus on style. If you invoke the shader because you want to resemble the original assets more closely, you are a poseur, because it cannot achieve such a thing.