Shoelip
Arbiter
- Joined
- Sep 27, 2006
- Messages
- 1,814
Dandelion said:Fixed.
90% of those anwers are totally nonsense. But you know, there will always be some idiot agreeing that without the gay colours and cartoonish style you can't distinguish the characters on screen nor create some variety with the graphic...
You have not been around Blizzard fanboys long enough. They're split. Half are pro Blizzard can do no wrong, the other half are pro OH MY GOD THIS ISN'T THEIR PREVIOUS GAME WITH A GRAPHICS UPDATEThe sheer zealotry of Blizzard fans worshipping their idol borders on the religious, and sycophany has a way of stifling reason.
elander_ said:I think that in terms of proportions they are maintaining the same style as the previous games.
The often hilarious webcomic Penny Arcade has just done their own take on Diablo III’s color complainers, and it’s a sentiment that I verily support.
Verily.
Funny how you think it is obvious that they are using a modified wow engine. My friends who actually work in the industry looked at it and said "oh cool, they updated the warcraft 3 engine".Pegultagol said:It is obvious Diablo III is using some sort of modified engine from WoW. I wonder if the art style is due to borrowing from some of the WoW assets or it could be how the art director that has overseen WoW development managed to interpret the concepts as per his or her personal preference and/or experience. I wonder if the engine could support the ideal gritty and dark scenery without having to restart the entire progress with an entirely different set of art properties, overturning what design philosophy they applied up until now. I think that is what the designer was implying; it is too late to uproot everything that we have already done, and frankly we did not expect this type of response as showing the demo seemed to have done more harm than its intended purpose.
Honestly, I would not mind either graphics style. Likewise, a lot of people who do not mind the current state of graphics would not have as much qualms going back to the dark grainy art style from the previous instalments as those who are outright aghast at the new art style.
J1M said:Funny how you think it is obvious that they are using a modified wow engine. My friends who actually work in the industry looked at it and said "oh cool, they updated the warcraft 3 engine".
Even more interesting you think that the engine they are using dictates what type of textures they can import.
I fail to see how shifting the contrast on the base textures would in any manner affect the so-called "Recommend System Specs" for Diablo 3. A graphics engine (particularly those used for games) can render a scene and map the textures to it just as swiftly if they appear one way or another. It is the relative resolution of the texture that matters, not it's appearance, hence changing it from a gaudy green to a gray is irrelevant where performance is concerned.Originally posted by Shoelip
That second, grainy one just doesn't look all that good. The top one looks great though. But... need to cater to people with crappy computers... oh well.
Ridiculous, mate. I could cite any number of games on various platforms that are two-dimensional and employ various "armor styles" for sprites. The variety is respective of the art team, not the engine's capabilities.Originally posted by J1M
So they can have more than 3 armor styles...
IN RESPONSE TO: Why switch from 2d to 3d?
Again, mistaken. The capacity to create fluid two-dimensional animation has existed far longer than in three. I would recommend you play some older games and watch some animated movies, they'll clue you in.Originally posted by J1M
...more variation in animation...
Honestly? Are you joking? Yes, it's 2D, therefore I may not draw a woman...Originally posted by J1M
...male/female chioce...
I have to ask, again, is this a serious assertion on your part? Resolution of an image is not related in any fashion to whether or not the image has depth.Originally posted by J1M
...higher resolution...
Granted, the technology is far more refined in the three-dimensional arena, however, two-dimensional particle engines do exist, with the capacity to render particle dispersion, flow and variable pressures. Case in point: the earliest consistent use of a two-dimensional particle system was seen in the Unreal Engine (v1) games, known as "Dynamic Textures." The current (v3) Unreal Engine SDK also comes with an updated version of said technology. If it exists in that engine, it is certainly within Blizzard's capacity to replicate such.Originally posted by J1M
...better particle effects...
You forgot to factor in all the extra space taken up by the three-dimensional models, else you would never make such a fallacious statement. Compression of a 3D model versus a sprite sheet? No comparison.Originally posted by J1M
...use less HDD space...
Please, by all means, expound.Originally posted by J1M
...etc.
That, my friend, depends entirely on the capabilities of the engine and the art direction of the game (wherein "art direction" encompasses the style, not palette). Having worked as both a two- and three-dimensional artist (though not on videogames) I can assure you that neither can be boasted of as "easier" than the other from an objective measure.Originally posted by Allanon
It's easier for an artist to make good looking pictures, than to make that texture look as good.
Bravo! Those were my very thoughts.Originally posted by Azarkon
Man, that was alot of spin. He could've just said, "we've made some cost-benefit analysis and decided that the Warcraft art direction is the way to go, kthxbye" and it would've been just as "enlightening."
(same as above, just had to quote it as you phrased that so well)Originally posted by FrancoTAU
This isn't a huge deal to me, just a minor preference for the old style. Still, I could deal without the bullshit excuses about technology limits.
Again, you are mistaken. I do not know where you acquired this idea that three-dimensional image creation is somehow "easier" than doing such in two. If anything, modern animation techniques are more difficult (well... time consuming, I should say) than those required to animate in 2D. True, motion capture cuts down significantly on the work required by any animator, whilst a relative degree of competency can allow you to cut and string the keyframes (whether in AMC, BVH, BIP or CSM formats) together to create a working composite. Even then, however, you must spend hours fiddling with speeds, clipping and other elements, which only become more complex if you are utilizing a third-party physics engine or any sort of skeletal-animation technique (as seen in Rise of the Argonauts and Assassin's Creed), which requires you to place the block points by hand. It is not easier, which is precisely why it is a specialized field. You have modelers to create the actual model and animators to handle its motion, whereas a 2D artist may safely accomplish both.Originally posted by J1M
No. Drawing one picture is easier. Drawing enough frames for every single animation you want in a consistent style is a lot harder than spending the time to get it right in an object + texture + animation.
Sharp contrasts such as those you've referenced were used to aid the player in discriminating their actions from the environment, whilst emphasizing the muted atmosphere and adding some vibrancy to the game. That did not preclude the fact that the general aesthetic was both subdued and gritty.Originally posted by RK47
yawn you guys are being selective when it comes to D2 art. I recall there were some instance of bad colourings of neon lights in that game, namely poison effects that were neon green, purple curses, blue ice bolts that just lit up the whole dungeon like a disco.
Bravo. You attempt to cite specific examples of possible exceptions to what I have said... and completely miss how unfeasible it would be to do your suggestions in a game with the scope of Diablo 3.Chimera said:A whole lot of bullshit
If you read his post he claims to be a 2D/3D artist who has never worked in the games industry. No offense to artists, but it's not surprising he doesn't understand this stuff as well as a bit-twiddling coder would. I'm not an expert on graphics programming, but I know enough to call bullshit when I see it.Jasede said:It looks to me like Chimera actually worked in this industry and likely has a better knowledge of this than you, J1M. Please do bother to show his mistakes, I would like to see how Chimera responds to him before I can decide who of you is wrong.
The entire comic was fake, so yes, it used old frames. Hence the date of "2007" on the side.deuxhero said:I am pretty sure that last frame in that Penny Arcade comic was reused.
And you would know this how? Did I miss some part of this little exchange wherein you informed us all of your acceptance as the new Art Director on the project? If not, I cannot comprehend how you would have any insider knowledge of the "scope" of D3 nor the technology available to Blizzard in producing it.Originally posted by J1M
...and completely miss how unfeasible it would be to do your suggestions in a game with the scope of Diablo 3
Indeed, as I said, and you caught on, I have never worked in the games industry nor on any videogame related projects whatsoever, yet I do not imagine for one moment that the software or pipeline utilized in the field are so disparate as to make any correlation infeasible.If you read his post he claims to be a 2D/3D artist who has never worked in the games industry. No offense to artists, but it's not surprising he doesn't understand this stuff as well as a bit-twiddling coder would.
I'll acknowledge that you have a valid point, in that changing a single image is far simpler than doing so for multiple frames, your hypothetical situation is hardly a reflection of a 2D artist's work. Since the inception of multi-step history files and layers in programs such as Photoshop, I have never once encountered a scenario in which it was necessary to dispose entirely of any art asset in order to modify it. I believe we can safely assume that any game artist creating sprites of any sort would be bright enough to go about creating their work in a similar manner.Originally posted by J1M
This is just a retarded claim. Yes, it takes a while to make a model, texture it, and weight it for skeletal animation, but it takes a really long time to draw 240 frames of animation. Assuming a perfect world this is a one-time cost. This isn't a perfect world though. The art director or rabid fans might want to change a character's hair or animation or whatever. Changing the 3D model or the 3D animation and rendering it out is nothing compared to throwing away 240 frames of animation and starting those over again.
lol, art directors don't decide what engine technology is going to be used.Chimera said:And you would know this how? Did I miss some part of this little exchange wherein you told us all of your acceptance as the new Art Director on the project? If not, I cannot comprehend how you would have any insider knowledge of the "scope" of D3 nor of the technology available to Blizzard in producing it.Originally posted by J1M
...and completely miss how unfeasible it would be to do your suggestions in a game with the scope of Diablo 3
Ok. You know more about how to draw art. I never disputed that. This discussion isn't about how to draw art though. It's about why Blizzard picked a 3D engine for Diablo 3.Chimera said:No, as I've said, and you caught on, I have never worked in the games industry nor on any videogame related projects, however, I do not imagine for one moment that the technologies utilized in either field are so disparate as to make any correlation infeasible.If you read his post he claims to be a 2D/3D artist who has never worked in the games industry. No offense to artists, but it's not surprising he doesn't understand this stuff as well as a bit-twiddling coder would.
If you really must have my credentials, I'll be happy to provide them: I spent almost two years working as a mock-up artist during an internship (with McCann Erickson, an advertising firm) while working through college and transferred after graduating to Kansas City, where I held a position as part of the D&M team with Take-Two (presently known as T2), up until early 2006 when I left the company to spend further time with my family. During my time with the company I worked on various magazine spreads (creating both two- and three-dimensional images), motion capture for cinematic and televised trailers, in addition to extensive photo-editing. I presently reside and work in my hometown of Salem, Oregon, though in a non-graphics related field.
In short: I have practical experience when it comes to art, what about you?
Creating art for games using 3D tools is easier. It's a workflow, productivity, and reusability concern. The artists I know in the game industry agree with me on this. (Not that such a claim can be verified on these forums, but if you want to argue from authority so can I.)Chimera said:While you do have a point (in that changing a single image is far simpler than doing so to multiple frames), your hypothetical situation is hardly a true reflection of a 2D artists work. Since the inception of multi-step history files and layers in programs such as Photoshop, I have never once encountered a scenario in which it was necessary to dispose entirely of any art asset in order to modify it. I believe we can safely assume that any game artist creating sprites of any sort would be bright enough to go about creating their work in a similar manner.Originally posted by J1M
This is just a retarded claim. Yes, it takes a while to make a model, texture it, and weight it for skeletal animation, but it takes a really long time to draw 240 frames of animation. Assuming a perfect world this is a one-time cost. This isn't a perfect world though. The art director or rabid fans might want to change a character's hair or animation or whatever. Changing the 3D model or the 3D animation and rendering it out is nothing compared to throwing away 240 frames of animation and starting those over again.
Now, if we're done bickering with one another, allow me to reiterate.
Based solely on personal experience my point is this: neither the creation of two or three dimensional images can be called "easier." I wrote that multiple times and sought to get it across, though obviously without success. Allow me to concede to your technical expertise, but do not presume to tell me about art.