Darwinianevolution said:
It is? How much harder is it for a developer to get some sprite artist and program the game acordingly than rendering the 3D models full HD? |
Very VERY hard. Following is how they spritied characters in KOF XIII.
1. They started by making a 3D model in Full HD of each character and fully texturing them with HD texture as best as they can.
2. They animated attacks and moves frame by frame, cutting some frames short to make it look like a traditional fighting game.
3. Once they finished step 2, they capture those animation and turn into image file. 480p.
4. Test the image to see if they got desired result. If not, return to 2.
5. Once they get correct image file, draw details and shadow over captured image. FRAME BY FRAME.
6. Reorganize the image, test, then program them into the game. Actual frame spent per move varies between 24~120. Because of this, they recycle much sprite as they can.
You may not believe this, but this actually saved them money and time compared to spriting them one by one.
KOF XIII does look amazing, but it costed them. Considering they are stubbornly using their own engine despite the fact they don't really have modern studio set up, result isn't too surprising.
Game will come out considerably more interesting than SF5 though. They always paced the game well.









