FeelTheRads said:
You pointed that scene out as an example of 3D (when it actually isn't).
Actually it is. It was created and rendered in 3D Studio Max 4. it's a bunch of polygons. I even posted a screen shot of the wireframe version.
YOU show me that it can be done real-time.
I have no idea if it can be done in real time. It would depend on the engine / real time renderer as well as the hardware running it. That speaks more to the issue of exactly what any particular real time rendering engine is capable of.
Your argument is just: look at this cool thing, why don't they import that??? Which shows you're absolutely clueless
That was not my argument. My argument was (1) Here is how good a 3D scene can look and (2) You cannot simply dismiss UV mapped textures as looking worse than 2D out of hand. It can actually look quite good. The example I posted showed that. Whether the Unity renderer can do as well as the 3D Studio Max 4 renderer is another question entirely. And actually not relevant to my point, which is to show that 3D backgrounds
can look quite good in general. If the argument in favor of 2D backgrounds is just that Unity sucks so we have to bypass it with prerendered bitmaps, then you have a real argument, but I haven't seen the argument stated that way.
I believe you still can't tell the difference between a pre-rendered scene and one rendered in real-time and what each of them imply
The only difference is what renderer you are using. No argument, or at least no detailed argument, has been made that the Unity renderer was inadequate for the task. Whether I understand what 'rendering' means or not (I do) is actually irrelevant. Well it's only relevant if you want to make an ad hominem 'argument', something you clearly cannot resist.
Presumably it is. The backgrounds in the Infinity Engine games were pre-rendered 3D scenes, but they were Photoshopped afterwards and had details painted over them.
Nevertheless it is unspecified in the stretch goal request. The best assumption would be that either hand drawn or computer rendered bitmaps are acceptable. So long as they are bitmaps and not 3D models.
When it comes to my knowledge or lack thereof about digital art it is certainly true that I am no expert. I am not an artist. I was requesting an actual argument in favor of 2D backgrounds, not making one myself. I can code in C++, and I have some basic familiarity with how artwork is done in computer games, and I've played around a bit with Maya and 3D Studio Max and Zbrush and have followed some organic modeling tutorials. Expertise in the subject is not necessary to recognize the fact that no argument whatsoever has been put forward in favor of 2D backgrounds on the inXile forum.
You may not feel that such an argument is necessary, but we clearly disagree about that. Whether the pro-2D faction can convince me or not is almost certainly of no practical importance since I only have one vote, but others may also be unconvinced that 3D environments are necessarily ugly and those votes could make a difference and in any case the burden of proof is on the person who is actually making the claim. The (implied, unstated) claim on the inXile site is that static 2D environments are superior to dynamic 3D environments and therefore, since we are such graphics whores, we would like the better option (2D) as a stretch goal. In my view that unstated premise of the superiority of 2D backgrounds is unproven in general, but it may be that Unity is kind of a low end, shitty rendering engine, and due to that, prerendered or hand drawn bitmaps are needed in order to have detailed and/or just good looking environments.