Why Flat Colour in RM Games?

LightAme

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I noticed something. The default RM facesets and all other RM graphics uses flat colouring instead of soft shading. Why is it so? Is it because the quality drops when it is squeezed into RM's small screen resolution? Or it has something to do with lagging the game? Or other reasons?


I used some soft shading graphics in my test game but... seems fine to me  :|  Did I missed something? I prefer soft shade pastel graphics in my game.



I was planning to release free graphic resource for NPC's and battle backgrounds but I'm stuck with it. Before I proceed I wanted to maximise the quality of the art first. :D  


Thanks~


If you're confused on what I'm asking, here are some samples:


Flat Shading

xue_yu_min_profile_by_freezingfeathers-d9k89je.jpg



Soft Shading

punchi___seirei_series_adoptables__2__open__by_freezingfeathers-d9nnvel.gif
 

Evil_Seal

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It shouldn't be a problem. I think they want it to have an "anime" look. Mixing different shading styles tend to look weird, that's probably why they just keep to one type of shading.
 
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Victor Sant

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Just a matter of preference.


In my case, i don't like soft shading for RM games because they look too much off from everything else.
 

LightAme

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@Evil_Seal


@Victor Sant


Oh I see, so it doesn't have anything to do with lagging the entire game. Thanks. ^^


I wanted to create a distinct graphic style game. Glad it doesn't have technical issues. :D  
 

Crystal-Mint

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It's likely because if you use more complex soft shading, most of the detail would be lost once it was shrunk down. It's a lot faster to simply cell shade instead ^^
 

SJWebster

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I prefer cel shading to airbrushing for RPG Maker because the resolutions the end product needs to be displayed at are very small so you don't have many pixels to work with.  Cel shading provides very clear crisp, definitive edges whereas airbrushing doesn't.  That makes a big difference as, especially in games, small obects need to be easy to identify and read.
 

Shiroi Akuma

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If you just use plain soft shading everything looks wishy washy, or washed out. I like artworks which use both. Wokada use a mix of both, Stanley Lau does, which is more in the direction of realism, if something is rather close to a surface and throws a shadow on it, it would be a hard shadow. (Or if the object is rather close at the light source). The further the object is away, the softer the shadow will be. Beginners often use plain soft shadows and the whole piece loose a lot of impact, because of that habit. 
 

nio kasgami

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just for stop you lol..


this not flat shading but "hard cell" shading


and soft cell shading


flat is refered as the flat color without any shading on it.


the reason of hard-cell shading in rm game? simple  fast to do and cost less.


Soft shading require more complex shading and knowledge and not always generally fit the RM feelings.
 

Makio-Kuta

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the reason of hard-cell shading in rm game? simple  fast to do and cost less.

Ouch. Harsh.


It's just a matter of choice. There can be slow cell shading artists and fast soft shading artists. Time, cost, and skill is really going to depend on the artist. Soft shading doesn't take more knowledge; it takes the same understanding of a light source, colour choice, shadows, reflections, whatever.


personally, I like the crisper look of cell shading better and find soft shading can get muddy when shrunk down to RM sizes. But then my opinion is jaded as I like cell better overall. You can use whichever you think matches your game more! :)  
 

nio kasgami

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Ouch. Harsh.


It's just a matter of choice. There can be slow cell shading artists and fast soft shading artists. Time, cost, and skill is really going to depend on the artist. Soft shading doesn't take more knowledge; it takes the same understanding of a light source, colour choice, shadows, reflections, whatever.


personally, I like the crisper look of cell shading better and find soft shading can get muddy when shrunk down to RM sizes. But then my opinion is jaded as I like cell better overall. You can use whichever you think matches your game more! :)  

pls don't misunderstand me maki XD


I mean that hard cell shading are kinda more simplistic than soft shading.


so no I didn't said this was less good than soft cell because I know hard cell artist who do awesome job even more better than many soft-cell artist


anyway's let's not extend on this before people think I insult something >_>"
 

Ms Littlefish

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Makio. I feel the same way about hard cell shading in a lot of game art; seems to translate very well when shrunk down.  Still totally love soft shading, but a +1 in agreement on that observation. It's definitely a matter of choice and relies on a lot of other aesthetic choices like the tiles used, desired color palette, and even overall themes of the game.


@nio kasgami Hard vs Easy is still pretty subjective though. There are a lot of reasons why someone might find one easier or more forgiving than the other. I struggle with straight lines and hard edges so most of my art work is very painterly if I don't use the pen tool like it's going out of style.
 
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nio kasgami

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now now I feel as a rear end in a top hat >_>


I didn't meant that hardcell was less good 


I just meant it's was simplier.


and yes hardcell is a matter of choice...I honestly prefer hard cell in rm game since they give a better feeling than soft-cell.
 

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