And hand-drawn images look better if the artist is skilled.
And hand-drawn images look better if the artist is skilled.
https://kofaniv.snk-corp.co.jp/english/info/15th_anniv/2d_do...
In the past this was called roto scoping and used to capture outlines and movement of real objects for animation. The end result is still a hand drawn and shaded object instead of just a screenshot of a posed 3D model.
It's never a sprite though. Even back on the Super Nintendo game sprites had 9 angles * lots of actions * lots of frames for every animation. Multiply that by different lighting in modern games, and using the power of a 3D engine starts looking like an obvious choice. I know lots of games do this for environments. I assumed they did it for everything.
Every motion in every direction has to be animated. It's akin to creating animation by drawing every change on a separate sheet of paper, photographing it, and then stitching together.
The barrier of entry is indeed low. It doesn't take much to start sketching some pixel images. Making a coherent animated whole out if it? Very labor intensive and hard.
Guilty Gears for example started out with 2D sprites and then went 3D with Guilty Gears Xrd[1][2], but with a lot of trickery to keep it looking 2D'ish, though that always was more anime-style than pixel art.
(I am instead sure they revealed that the characters in video animation were re-touched recordings of created puppets.)
Many techniques may be part of the creative process and of the production.