jewboy said:
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.
For a game, it's NOT 3D as long as it's not real-time
I agree that pre-rendered bitmaps are not 3D. The image I posted was not intended to be an example of a pre-rendered bitmap. It was intended to be an example of what may or may not be possible in an unspecified real time rendering engine. Which engine in particular was not the point. I thought Unity was supposed to be good and not a limiting factor. Now it sounds like it is. Fair enough. There's always Unigine I guess.
Show me real-time 3D. Not pre-rendered scenes
But that wasn't my intent. My intent was just to show that 3D cannot be dismissed out of hand. If it can be dismissed because Unity or even Unigine is not capable of rendering at that level of detail that's another matter. If that's the case I would be happy to add my vote to the poll.
Yes, Chaos Chronicles looks good but:
http://images.eurogamer.net/2012/ar...0/crysis_3_screen_5___assess_adapt_attack.png
I admit that between the two the P:E image looks far better, but that is not necessarily what the choices are. Not being an artist myself, it is difficult for me to judge whether going 2D is really necessary to reach the level of that P:E image or not. If it is necessary in this case then I have no problem with it and may even vote for it if I am feeling sufficiently graphics whorish. All I asked is that those who know more about such things explain, in a coherent and logical manner, exactly why a UV mapped texture with normal mapping (which Unity is supposed to be capable of) cannot adequately substitute for a pre-rendered or hand drawn bitmap.
3D real-time vs pre-rendered 3D. Not pre-rendered 3D vs pre-rendered 3D, which you still don't fucking understand
I do understand the difference between rendering a mesh from within 3D Studio Max and rendering that same mesh within an actual game engine or other real time renderer. The only difference is the capabilities of the renderer, which, again, from my POV as a non-artist is simply an unknown. If the reason that 2D is a better option in this particular case is because Unity isn't good enough as a renderer then fine. Just say that. Ideally as a comment on the 2D suggestion at the inXile forum.
No, what's "not acceptable" is real-time 3D. And since it's apparently very difficult to understand the difference between one and the other, sure, there are plenty who think that the backgrounds are somehow hand drawn. But that's irrelevant. Point is: 2D not real-time 3D. It doesn't matter how that 2D is made, even if it's made by "painting textures on 3D polygon surfaces", which it is.
It isn't difficult to understand the difference. It is the difference between a good renderer and a bad one. So it comes down to game engine comparisons, which AFAICT, you haven't discussed. Well at least until this post to a limited degree by posting a Chaos Chronicles screenshot. Also, why do you say that backgrounds cannot be hand drawn? Of course they can. They can even be drawn on paper and then scanned. The advantage of which is that your artist does not need to know anything at all about computer graphics.
I believe that your hidden assumption/argument is that real time renderers are incapable of producing images like the one I posted. That may or may not be true, but that's an argument you seemed to have been avoiding for some reason. I guess because you remain adamant that the screenshot I posted is not 3D. Or at least not 3D that can be rendered in real time. I was proposing that something like the 3D mesh that I posted
might be possible to render in real time with the right engine. Whether Unity is or is not adequate is a separate issue. I was not proposing that a still image bitmap be used instead even though you argue that that is what would be necessary to display an image like that.
Let me be clear. I think 2D vs 3D should be defined by the art assets that the engine uses to display the images on the screen. Technically it's all 2D once the graphics card gets through with it and paints the screen with a bitmap. With 2D art you are working with bitmaps. Whether those bitmaps were created manually by a human (2D artist) or created by a computer rendering of a 3D mesh created by a human (3D artist) it is still 2D. In 3D your art assets consist of meshes, in this case in the form of a .3ds file to be imported into Unity.