(Disclaimer : In this post I use "sprite" as a general term for a piece of graphics that could be drawn as BG or as a metasprite)
Fact1 : The Cel Shading technique is to make the computer generate images that looks "hand drawn" with a reduced palette.
Fact2 : The NES has only hardware for very reduced palettes.
Fact3 : Donkey Kong Country had been created by creating 3D models of characters, (rendered with normal lightning, not with cel-shading). Then screen shots of them have been taken and the result was dumbed down to a 15-colour palette. This worked well : Although it's arguable this kind of graphics didn't age so well, the render was seen as more fluid than what is done with classical hand-made sprites.
Fact4 : Dumbing down high-resolution images to a 3-colour palette (or even 7-colour with layering) works extremely poorly because the palette is too small, and graphics generated this way always looks weird and are never on-par with hand-made graphics. In my opinion, around 12 colours seems to be the bare minimum to have an arbitrary piece of high-resolution graphics still look like it's original when dumbing down the number of colours without manual editing.
Now, the combination of all this gives me the idea to create sprites from 3D models, just like Donkey Kong Country did, but using cel-shading instead of normal rendering. This way, the generated sprites will already have a limited colour palette, and there is no need to "dumb down" the rendered image to contain less colours, as it already contains few colours. This applies to all consoles of course, but this would also work on very limited consoles such as the NES, where you can only have black outline and 2 shades of a colour in a palette.
I don't think it would work too well for normal in-game sprite, because usually the NES sprites are too small, but it could make amazing scenes like in Ninja Gaiden (for exemple), with more detail in animation frames due to the original 3D models being exact. Or a game whose graphic style is close to Akagawa Jirou no Yuurei Ressha (i.e. single screen detailed background, large tall realistic human sprites), but with much better graphics.
I unfortunately totally lack skills to do a mock up, but I'd be interested in seeing what someone with better artistic skills could do.
Fact1 : The Cel Shading technique is to make the computer generate images that looks "hand drawn" with a reduced palette.
Fact2 : The NES has only hardware for very reduced palettes.
Fact3 : Donkey Kong Country had been created by creating 3D models of characters, (rendered with normal lightning, not with cel-shading). Then screen shots of them have been taken and the result was dumbed down to a 15-colour palette. This worked well : Although it's arguable this kind of graphics didn't age so well, the render was seen as more fluid than what is done with classical hand-made sprites.
Fact4 : Dumbing down high-resolution images to a 3-colour palette (or even 7-colour with layering) works extremely poorly because the palette is too small, and graphics generated this way always looks weird and are never on-par with hand-made graphics. In my opinion, around 12 colours seems to be the bare minimum to have an arbitrary piece of high-resolution graphics still look like it's original when dumbing down the number of colours without manual editing.
Now, the combination of all this gives me the idea to create sprites from 3D models, just like Donkey Kong Country did, but using cel-shading instead of normal rendering. This way, the generated sprites will already have a limited colour palette, and there is no need to "dumb down" the rendered image to contain less colours, as it already contains few colours. This applies to all consoles of course, but this would also work on very limited consoles such as the NES, where you can only have black outline and 2 shades of a colour in a palette.
I don't think it would work too well for normal in-game sprite, because usually the NES sprites are too small, but it could make amazing scenes like in Ninja Gaiden (for exemple), with more detail in animation frames due to the original 3D models being exact. Or a game whose graphic style is close to Akagawa Jirou no Yuurei Ressha (i.e. single screen detailed background, large tall realistic human sprites), but with much better graphics.
I unfortunately totally lack skills to do a mock up, but I'd be interested in seeing what someone with better artistic skills could do.