http://www.research.rutgers.edu/~timgerst/
Was wondering what you guys think of this?
Using an algorithm to take away the time consuming nature of creating pixel art seems really useful. However, I don't know what it would mean for pixel artist. Surely, if a computer can do just as good a job as pixel artist, then they become sort of useless.
I've been playing around with this and it's really good.
These are some examples on what you can create. This is probably the most realistic pixel art generator I've seen. Also, the algorithm is really interesting from a Mathematical point of view. Really builds on nearest neighbour idea.
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it still looks very filtery - I doubt it's going to make pixel artist obsolete much like node based programming alternatives haven't put programmers out of the job.
looks neat though
Sorry, I gave bad examples.
This is a better comparison.
Through, sometimes the program glitches if you try to create a very small image out of a large one.
Can you see the difference now?
In short, no need to worry!
You just end up with very nicely dithered downsampled highres images when run through these algorithms, something which was often used in a bunch of the dos era games, but they'd always feel like photo-sourcing.
And on top of that you'll end up needing the source-material to begin with anyway, and that defeats the purpose!
Though I can imagine this inundating pixel art communities with a dash of pretentiousness just like what SFXR did for "retro 8-bit sound effects" and what GXSCC did to "8bit nes remix's". Sturgeon's Law increases heavily as soon as there's a new 'easy do' button for anything, ain't that right Poser?
For example, total lack of hard lines, essentially, defining lines like that of the wrinkles on a person which have their own separate layer.
Masking through luminance, and how it transitions from one hue to another.
Dynamic pixelation based upon depth and distance of an object, not some defined hard number.
Actually, looking back on that list, I would say it's pretty easy to make it for a post-process in an game engine if you have access to all the basic math, why people cannot implement this system in place for design apps (PS, GMP, etc) is boggling.