Editing Character artwork

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[[File:Mario SSBU.png|thumb|The official character artwork for {{SSBU|Mario}} in ''[[Super Smash Bros. Ultimate]]''.]]
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[[File:Mario SSBU.png|thumb|right|The official character artwork for Mario in ''[[Super Smash Bros. Ultimate]]''.]]
'''Character artwork''' refers to the official images of the playable ''Smash'' fighters used in-game and in promotional materials such as websites, strategy guides, and posters. In the original ''Super Smash Bros.'', the artwork for the characters are 2D illustrations not seen in the game itself. From ''[[Melee]]'' onward, however, they are rendered from 3D models at a far higher quality than how they appear in gameplay. In ''Melee'', some pieces of character artwork were used in-game, but not all. Starting in ''[[Brawl]]'', cropped versions of the character artwork are used in the [[character selection screen]].  In ''Brawl'' and ''Smash 4'', each character's main render also serves as the basis of their [[Classic Mode]] [[trophy]]. The character renders in ''Smash 4'' and ''Ultimate'' are additionally the basis of the ''Super Smash Bros.'' series of [[amiibo]].
'''Character artwork''' refers to the official images of the playable ''Smash'' fighters used in-game and in promotional materials such as websites, strategy guides, and posters. In the original ''Super Smash Bros.'', the artwork for the characters are 2D illustrations not seen in the game itself. From ''[[Melee]]'' onward, however, they are rendered from 3D models at a far higher quality than how they appear in gameplay. In ''Melee'', some pieces of character artwork were used in-game, but not all. Starting in ''[[Brawl]]'', cropped versions of the character artwork are used in the [[character selection screen]].  In ''Brawl'' and ''Smash 4'', each character's main render also serves as the basis of their [[Classic Mode]] [[trophy]]. The character renders in ''Smash 4'' and ''Ultimate'' are additionally the basis of the ''Super Smash Bros.'' series of [[amiibo]].


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The character artwork of ''Super Smash Bros.'' is very different from all the games following it, not only because its use of 2D artwork but also due to its unique artstyle even compared to other games at the time. Rather than detailed art that accurately reflects the characters' in-game designs, the official artwork is heavily stylized, using thick lines and flat shading. {{SSB|Link}} and {{SSB|Samus}} are prominent examples of this artstyle deviating from previous artwork.
The character artwork of ''Super Smash Bros.'' is very different from all the games following it, not only because its use of 2D artwork but also due to its unique artstyle even compared to other games at the time. Rather than detailed art that accurately reflects the characters' in-game designs, the official artwork is heavily stylized, using thick lines and flat shading. {{SSB|Link}} and {{SSB|Samus}} are prominent examples of this artstyle deviating from previous artwork.


Strangely, despite all characters having artwork created for this game, the in-game character select screen instead uses renders based on pre-existing artwork from earlier games. The artwork on the select screen includes 2D and 3D artwork, though all are edited to appear as if they are 3D.<ref>[https://www.sourcegaming.info/2015/10/20/smash64-css/]</ref>
Strangely, despite all characters having artwork created for this game, the in-game character select screen instead uses renders based on preexisting artwork from earlier games. The artwork on the select screen includes 2D and 3D artwork, though all are edited to appear as if they are 3D.<ref>[https://www.sourcegaming.info/2015/10/20/smash64-css/]</ref>
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The origin of each character's selection screen artwork is as follows:
The origin of each character's selection screen artwork is as follows:  


*Mario: A render from ''Super Mario 64''.
*Mario: A render from ''Super Mario 64''.
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*Samus: Artwork from ''Super Metroid''.
*Samus: Artwork from ''Super Metroid''.
*Yoshi: Artwork from ''Super Mario World 2: Yoshi's Island''.
*Yoshi: Artwork from ''Super Mario World 2: Yoshi's Island''.
*Kirby: Artwork from ''Kirby's Dream Land 3'', which itself is a modified artwork of Sword Kirby from ''Kirby Super Star''.
*Kirby: Modified artwork of Sword Kirby from ''Kirby Super Star''.
*Fox: Artwork from ''Star Fox 64''.
*Fox: Artwork from ''Star Fox 64''.
*Pikachu: Artwork from the Japanese ''Pokémon Blue''.
*Pikachu: Artwork from the Japanese ''Pokémon Blue''.
*Luigi: Appears to be a mix of Luigi's artwork from ''Mario Kart 64'', and artwork based on Mario from ''Super Mario 64''.
*Luigi: Appears to be original artwork based on ''Super Mario 64'', although there is still speculation about its true origin
*Ness: Artwork from ''EarthBound''.
*Ness: Artwork from ''EarthBound''.
*Captain Falcon: Artwork from ''F-Zero X''.
*Captain Falcon: Artwork from ''F-Zero X''.
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==''[[Super Smash Bros. Melee]]''==
==''[[Super Smash Bros. Melee]]''==
[[File:Character selection melee.png|thumb|left|250px|Like the previous game, ''Melee'' uses unique artwork on its character selection screen.]]
[[File:Character selection melee.png|thumb|left|250px|Like the previous game, ''Melee'' uses unique artwork on its character selection screen.]]
{{ImageCaption|File:Luigi Mario Party.png|File:Luigi SSBM.jpg|width1=150px|width2=150px|align=right|caption=Left: Luigi's official artwork from ''Mario Party''.<br>Right: Luigi's ''Melee'' design takes influence from this Nintendo 64-era artwork.}}
{{ImageCaption|File:Luigi SSBM.jpg|File:Luigi SSBU.png|width1=125px|width2=150px|align=right|caption=Left: Luigi's ''Melee'' render uses his N64 design, which is similar to Mario.<br>Right: Luigi's ''Ultimate'' render uses his current, more distinct design.}}
''[[Super Smash Bros. Melee]]'' was the first game in the series that used 3D renders with a semi-realistic artstyle, which is retained in other installments moving forward. However, compared to games after ''Melee'', the roster looks noticeably different: due to being released slightly after the launch of the Nintendo GameCube, many of the character designs are based on artwork from the Nintendo 64 era with additional realistic textures and detail. This causes the game to look very unique to many other games even outside of the ''Smash Bros.'' series. One example is {{SSBM|Luigi}}, who uses his design from N64 games such as ''Mario Kart 64'' and ''Mario Party'', which lacks his lanky anatomy that was codified in ''Luigi's Mansion''.
''[[Super Smash Bros. Melee]]'' was the first game in the series that used 3D renders with a semi-realistic artstyle, which is retained in other installments moving forward. However, compared to games after ''Melee'', the roster looks noticeably different: due to being released slightly after the launch of the Nintendo GameCube, many of the character designs are based on artwork from the Nintendo 64 era with additional realistic textures and detail. This causes the game to look very unique to many other games even outside of the ''Smash Bros.'' series. One example is {{SSBM|Luigi}}, who uses his design from N64 games such as ''Mario Kart 64'' and ''Mario Party'', which lacks his lanky anatomy that was codified in ''Luigi's Mansion''.


Similar to ''Smash 64'', its character select screen has unique artwork, but unlike '' Smash 64'', these pieces of artwork retain ''Melee's'' artstyle, and not every character has a unique render. {{SSBM|Mario}}, {{SSBM|Peach}}, {{SSBM|Yoshi}}, {{SSBM|Link}}, {{SSBM|Young Link}}, {{SSBM|Kirby}}, {{SSBM|Falco}}, and {{SSBM|Pikachu}} are the only characters whose portraits on the character select screen do not have a unique render. Additionally, the portraits of {{SSBM|Fox}} and {{SSBM|Zelda}} are unique on the character select screen, but match their character artworks when selecting their [[alternate costume]]s, while {{SSBM|Mewtwo}} has a unique render when selecting its alternate costumes that does not match its character artwork.
Similar to ''Smash 64'', its character select screen has unique artwork, but unlike '' Smash 64'', these pieces of artwork retain ''Melee's'' artstyle, and not every character has a unique render. {{SSBM|Donkey Kong}}, {{SSBM|Jigglypuff}}, and {{SSBM|Bowser}} are examples of characters who have unique artwork on the select screen.
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==''[[Super Smash Bros. Brawl]]''==
==''[[Super Smash Bros. Brawl]]''==
[[File:Character Selection - Super Smash Bros. Brawl.png|thumb|250px|left|''Brawl'' is the first game to use the same renders on the character selection screen as the promotional artwork.]]
[[File:Character Selection - Super Smash Bros. Brawl.png|thumb|250px|left|''Brawl'' is the first game to use the same renders on the character selection screen as the promotional artwork.]]
{{ImageCaption|File:SSBU spirit Toon Link.png|File:Toon Link SSBB.jpg|width1=175px|width2=150px|align=right|caption=Left: Toon Link's artwork from ''The Wind Waker''.<br>Right: In comparison, Toon Link's ''Brawl'' render is realistically textured and detailed.}}
{{ImageCaption|File:Toon Link SSBB.jpg|File:Toon Link SSBU.png|width1=150px|width2=150px|align=right|caption=Left: Toon Link's ''Brawl'' render is realistically textured and detailed.<br>Right: Toon Link's ''Ultimate'' render is less detailed and closer to his original design.}}
''[[Super Smash Bros. Brawl]]'' retains similar artistic direction as ''Melee'', but had many assets built completely from the ground up to take advantage of the more powerful hardware. Many characters returning from ''Melee'' were also redesigned to match more current installments, such as {{uv|The Legend of Zelda}} cast, who were updated to their designs in ''Twilight Princess'' (including {{SSBB|Sheik}}, who did not appear in said game, but received a new design akin to its art direction). The overall aesthetic includes highly detailed textures and dark shading that give the game a more realistic look in comparison to the rest of the series. While this is a natural transition for characters such as {{SSBB|Snake}}, it is a drastic difference for others such as {{SSBB|Ness}} and {{SSBB|Toon Link}}, who gained significant detail in the transition.
''[[Super Smash Bros. Brawl]]'' retains similar artistic direction as ''Melee'', but had many assets built completely from the ground up to take advantage of the more powerful hardware. Many characters returning from ''Melee'' were also redesigned to match more current installments, such as {{uv|The Legend of Zelda}} cast, who were updated to their designs in ''Twilight Princess''. The overall aesthetic includes highly detailed textures and dark shading that give the game a more realistic look in comparison to the rest of the series. While this is a natural transition for characters such as {{SSBB|Snake}}, it is a drastic difference for others such as {{SSBB|Ness}} and {{SSBB|Toon Link}}, who gained significant detail in the transition.


''Brawl'' was also the first game in the series to use the same renders on the [[character selection screen]] as the official promotional artwork, which was retained in future installments.
''Brawl'' was also the first game in the series to use the same renders on the [[character selection screen]] as the official promotional artwork, which was retained in future installments.
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==''[[Super Smash Bros. 4]]''==
==''[[Super Smash Bros. 4]]''==
{{ImageCaption|File:SSBU spirit Bayonetta (Bayonetta 2).png|File:Bayonetta SSB4.png|width1=140px|width2=175px|align=right|caption=Left: Bayonetta's artwork from ''Bayonetta 2''.<br>Right: Bayonetta's ''SSB4'' render uses more saturated colors and simplified details.}}
{{ImageCaption|File:Ryu SSB4.png|File:Ryu SSBU.png|width1=175px|width2=175px|align=right|caption=Left: Ryu's ''SSB4'' render is more vibrant and simplified than ''Street Fighter IV''.<br>Right: Ryu's ''Ultimate'' render is less saturated and more detailed.}}
The foundation of ''Super Smash Bros. 4''{{'}}s artstyle is similar to ''Brawl'', but relies less on dark shading and realistic textures, instead utilizing brighter primary colors with a vibrant, cartoon-like aesthetic for its visual effects. The 3DS version has exaggerated lighting and thick outlines around the characters (which can be adjusted in the game's settings) to allow for better visibility on the smaller screen, while the Wii U version has no outlines and more subdued lighting in comparison. Some characters also have updated appearances from ''Brawl'', such as {{SSB4|Samus}}, {{SSB4|Marth}}, and {{SSB4|Little Mac}}, who use designs from games released in the interim. Other characters, such as ''The Legend of Zelda'' cast, use the same designs as ''Brawl'' in spite of newer designs being introduced.
The foundation of ''Super Smash Bros. 4''{{'}}s artstyle is similar to ''Brawl'', but relies less on dark shading and realistic colors, instead utilizing brighter primary colors with a vibrant, cartoon-like aesthetic for its visual effects. The 3DS version has exaggerated lighting and thick outlines around the characters (which can be adjusted in the game's settings) to allow for better visibility on the smaller screen, while the Wii U version has no outlines and more subdued lighting in comparison. Some characters also have updated appearances from ''Brawl'', such as {{SSB4|Samus}}, {{SSB4|Marth}}, and {{SSB4|Little Mac}}, who use designs from games released in the interim. Other characters, such as ''The Legend of Zelda'' cast, use the same designs as ''Brawl'' in spite of newer designs being introduced.
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==''[[Super Smash Bros. Ultimate]]''==
==''[[Super Smash Bros. Ultimate]]''==
[[File:MarioShadingDemonstration2.jpg|thumb|200px|left|Real life photographs of character models were used as lighting reference for ''Ultimate'', as shown in this image of Mario.]]
[[File:MarioShadingDemonstration2.jpg|thumb|200px|left|Real life photographs of character models were used as lighting reference for ''Ultimate'', as shown in this image of Mario.]]
[[File:MarioArtStyleDemonstration.jpg|thumb|200px|Mario's model was modified to be less colorful and more realistic than his standard appearance...]]
[[File:MarioArtStyleDemonstration.jpg|thumb|200px|right|Mario's model was modified to be less colorful and more realistic than his standard appearance...]]
[[File:FoxArtStyleDemonstration.jpg|thumb|200px|...while Fox's model was modified from ''Star Fox Zero'' to be more colorful and less realistic, in order to achieve a standardized look.]]
[[File:FoxArtStyleDemonstration.jpg|thumb|200px|right|...while Fox's model was modified from ''Star Fox Zero'' to be more colorful and less realistic, in order to achieve a standardized look.]]


''Ultimate'''s artstyle was designed as a hybrid of color and detail, to give the characters a unified appearance without having to drastically change each character's design. All characters were made to fit this middle ground: characters like {{SSBU|Mario}} were given a slightly less colorful but more detailed appearance, while characters like {{SSBU|Fox}} were given less detailed appearances to appear more visually similar to Mario and other characters. As with ''SSB4'', some characters were given updated designs ({{SSBU|Link}} appears in his ''Breath of the Wild'' design, and Fox uses his ''Star Fox Zero'' design), while others were not given an update ({{SSBU|Samus}} still uses her ''Other M'' design).
''Ultimate'''s artstyle was designed as a hybrid of color and detail, to give the characters a unified appearance without having to drastically change each character's design. All characters were made to fit this middle ground: characters like {{SSBU|Mario}} were given a slightly less colorful but more detailed appearances, while characters like {{SSBU|Fox}} were given less detailed appearances to appear more visually similar to Mario and other characters. As with ''SSB4'', some characters were given updated designs ({{SSBU|Link}} appears in his ''Breath of the Wild'' design, and Fox uses his ''Star Fox Zero'' design), while others were not given an update ({{SSBU|Samus}} still uses her ''Other M'' design).


[[Masahiro Sakurai]] and his team wanted the game's style and graphics to have more natural lighting, so they used real-life photographs of character figurines as reference.<ref>[https://www.4gamer.net/games/412/G041234/20190906163/]</ref>
[[Masahiro Sakurai]] and his team wanted the game's style and graphics have more natural lighting, so they used real-life photographs of character figurines as reference.<ref>[https://www.4gamer.net/games/412/G041234/20190906163/]</ref>
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===Panoramic banner===
===Panoramic banner===
[[File:SSBU Panoramic.png|thumb|center|1000px|The panoramic banner displaying all of the fighters on the roster. This artwork is commonly used in ''Ultimate''{{'}}s promotional material.]]
[[File:SSBU Panoramic.png|thumb|center|1000px|The panoramic banner displaying all of the fighters on the roster. This artwork is commonly used in ''Ultimate''{{'}}s promotional material.]]


Another noticeable example of ''Ultimate''{{'}}s unique art style comes from its panoramic poster, which features every playable character in the roster. The banner has a unique hand-painted look that reflects the game's balance between color and detail. It was conceptualized by Sakurai and illustrated by Yusuke Nakano, who designed characters for ''The Legend of Zelda'' series and ''Super Metroid''. Nakano decided to spread the roster evenly across the entire canvas, rather than focusing on the center, to keep the whole image visually interesting and balanced. He also consulted with the original creators on each character's pose within the artwork.<ref>[https://www.siliconera.com/2019/07/02/super-smash-bros-ultimate-illustrator-details-the-making-of-the-everyone-is-here-artwork/]</ref> Character artwork in the banner was used for the game's box art. The banner was routinely updated with the addition of each new fighter. The placements of fighters were often shifted to make room for these additions, and the banner got marginally wider every time this happened. [[Mr. Saturn]], [[Morgana]], and [[Slime]] are the only 3 non-playable characters in this banner.
Another noticeable example of ''Ultimate''{{'}}s unique art style comes from its panoramic poster, which features every playable character in the roster. The banner has a unique hand-painted look that reflects the game's balance between color and detail. It was conceptualized by Sakurai and illustrated by Yusuke Nakano, who designed characters for ''The Legend of Zelda'' series and ''Super Metroid''. Nakano decided to spread the roster evenly across the entire canvas, rather than focusing on the center, to keep the whole image visually interesting and balanced. He also consulted with the original creators on each character's pose within the artwork.<ref>[https://www.siliconera.com/2019/07/02/super-smash-bros-ultimate-illustrator-details-the-making-of-the-everyone-is-here-artwork/]</ref>
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==Trivia==
*Masahiro Sakurai showed an early version of {{SSBU|Sephiroth}}'s artwork in a [[YouTube]] video<ref>[https://www.youtube.com/watch?v=wKQ2v9kno9I=158s Odds and Ends of Supervising [Graphics]]</ref>, notably with different contrast on the Masamune that was changed to make it look sharper.


==References==
==References==
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