Tags: Prelude to Darkness
We've just posted an <a href="http://www.rpgcodex.com/content.php?id=18">interview</a> with <b>Travis Williams</b>, the artist on <a href="http://www.zero-sum.com">Prelude to Darkness</a>. Here's the pink spoon:
<br>
<br>
<blockquote><i>6. What is the most complex model/texture/mesh you worked on for Prelude to Darkness?</i>
<br>
<br>
<b>Travis Williams:</b> We were always more interested in diversity than complexity. We knew that we weren't going to be able to make the most graphically sophisticated game the world had ever seen, so we wanted to focus instead on providing a lot of graphical variation - things like making different areas of the game world look very different from one another, or providing a lot of visual variation in NPCs (hence the system of clothing that can create hundreds of unique characters). I think this paid off: different towns and regions have very different aesthetic atmospheres. So I focused on producing more textures, and different varieties of textures, than extremely complicated ones. Same with models: none of the models are more than a couple hundred polys, so there's not a terrific amount of complexity.</blockquote>
<br>
<br>
Thanks, <b>Travis</b>!
<br>
We've just posted an <a href="http://www.rpgcodex.com/content.php?id=18">interview</a> with <b>Travis Williams</b>, the artist on <a href="http://www.zero-sum.com">Prelude to Darkness</a>. Here's the pink spoon:
<br>
<br>
<blockquote><i>6. What is the most complex model/texture/mesh you worked on for Prelude to Darkness?</i>
<br>
<br>
<b>Travis Williams:</b> We were always more interested in diversity than complexity. We knew that we weren't going to be able to make the most graphically sophisticated game the world had ever seen, so we wanted to focus instead on providing a lot of graphical variation - things like making different areas of the game world look very different from one another, or providing a lot of visual variation in NPCs (hence the system of clothing that can create hundreds of unique characters). I think this paid off: different towns and regions have very different aesthetic atmospheres. So I focused on producing more textures, and different varieties of textures, than extremely complicated ones. Same with models: none of the models are more than a couple hundred polys, so there's not a terrific amount of complexity.</blockquote>
<br>
<br>
Thanks, <b>Travis</b>!
<br>