Panajev2001a
Veteran
Non l'hai ancora vista quell'acqua li, fidati
Non e' quell'acqua metallic-osa vista nelle foto fino ad ora ?
In nAo we trust .
Non l'hai ancora vista quell'acqua li, fidati
Non e' quell'acqua metallic-osa vista nelle foto fino ad ora ?
In nAo we trust .
No one is asking artists to you use subpar polycout, to not use normal maps, etc.. that's not the sense of my post.I find this philosophy of 'limitations make better game art' quite a bit silly, personally.
If poly count X won't let me model five articulated fingers, then the resulting blocky hand won't look better, nor would an 8-sided wheel on a car, would it? If our texture artists can't use a specular map, then the metal surfaces won't look different enough from non-reflective surfaces either. Would Poliphony Digital's cars look better without HDR reflection maps? How about a Gears without normal maps?
Or maybe is someone even more talented that can explain to you, no matter how good you are, how you can do more with less (btw, ofter are talented artists showing me how you can do more with less..god bless them )And the one unable to use the higher potential properly is probably just someone not talented/experienced/disciplined enough...
Oppressed? by who or what?Then again, I'm no coder, just an artist... (and I kinda hate the english language for not making the distinction between someone who makes stuff for a living and someone who's making fine art) It's just that I feel Fran's opinion is kinda oppressed here.
No one is asking artists to you use subpar polycout, to not use normal maps, etc.. that's not the sense of my post.
I simply use my experience and a bit of common sense to pre-cull all those new features requests that won't contribute to the final look of the game or won't jeopardize performance (according the vision a team has for a game) proportionally to the effort required to implement/debug/document and mantain such features (as example I'm not a big fan of shaders being in full artists control..)
Oppressed? by who or what?
And the one unable to use the higher potential properly is probably just someone not talented/experienced/disciplined enough...
Or maybe is someone even more talented that can explain to you, no matter how good you are, how you can do more with less (btw, ofter are talented artists showing me how you can do more with less..god bless them
Not at this level. Perhaps you can educate me on real-world cases where the artists have required major changes from the original docs where inflexible engines have, or would have, messed the art up?Do you have any experience with creating 3d game art? Or developing tools for creating game art?
While perusing the forums I found the following link:
Ninja-Matic on gamestrailers.com:
http://forums.gametrailers.com/showthread.php?t=134998
A huge forum topic dedicated to lighting with Killzone 2. Would this track with what you were being told Fran?
This thread disgusted me. Not only was there barely a single grain of truth anywhere in the entire thing, people were actually taking it seriously. Add to that the pathetic flamewar and you have a barrel of sick. Ugh.
motherH, a GG dev, stated that:
"Apart from some naming conventions and minor things it is a pretty decent breakdown. Once we can talk about the tech a bit more we will. "
http://boardsus.playstation.com/playstation/board/message?board.id=killzone2&thread.id=4265&page=3
I found ShootMyMonkey's posts on this thread in ps3forum. They are rather insightful, so I'm linking them in:
nevermind, just misread what you wrote, this is what happens when you reply to some posts at 5 am.Sorry, but I fail to see the relationship between the above two statements...
I found ShootMyMonkey's posts on this thread in ps3forum. They are rather insightful, so I'm linking them in:
http://forums.e-mpire.com/showpost.php?p=1635423&postcount=14
http://forums.e-mpire.com/showpost.php?p=1635463&postcount=21
http://forums.e-mpire.com/showpost.php?p=1635500&postcount=26
http://forums.e-mpire.com/showpost.php?p=1635625&postcount=28
http://forums.e-mpire.com/showpost.php?p=1635811&postcount=31
http://forums.e-mpire.com/showpost.php?p=1636360&postcount=43
http://forums.e-mpire.com/showpost.php?p=1636572&postcount=46
http://forums.e-mpire.com/showpost.php?p=1636992&postcount=48
NOTE: I have not read all of them. Still ploughing through
I found ShootMyMonkey's posts on this thread in ps3forum. They are rather insightful, so I'm linking them in:
http://forums.e-mpire.com/showpost.php?p=1635423&postcount=14
http://forums.e-mpire.com/showpost.php?p=1635463&postcount=21
http://forums.e-mpire.com/showpost.php?p=1635500&postcount=26
http://forums.e-mpire.com/showpost.php?p=1635625&postcount=28
http://forums.e-mpire.com/showpost.php?p=1635811&postcount=31
http://forums.e-mpire.com/showpost.php?p=1636360&postcount=43
http://forums.e-mpire.com/showpost.php?p=1636572&postcount=46
http://forums.e-mpire.com/showpost.php?p=1636992&postcount=48
NOTE: I have not read all of them. Still ploughing through
motherH is not a dev, he's a test manager. I would expect someone in that position to have a much different perspective on the post than a dev. From a broad viewpoint (eg, if you stripped all the content and looked at it only as an outline), the article is correct in stating that there are multiple ways that light can be calculated, and that KZ implements more than one. If I were that manager, I doubt I'd crap all over the party.
From a technical standpoint, the article is crap. The idea that a vast amount of geometry doesn't tax the GPU is just silly. I wish that were the case, because I'd have about a billion polygons in every scene It's also been brought up, but renaming lense flare to "muzzle flare" does not make it not lense flare. You can barely go a paragraph in that post without hitting winners like those.
The author clearly intended people to read this and have an idea of how lighting in games works. The problem is, the information presented does *not* give an accurate idea of how lighting works. Where's the description of how a point light works versus a directional light? Where's the discussion of how shadows fit in to all of this? The author had an opinion on how they thought things were working and then spouted it as fact.
And by what method? By watching the trailer. Yippee. I find it laughable that anyone could claim that by watching a trailer, that they can suddenly have insight into how the lighting model for an entire graphics engine works. Let alone someone with ZERO experience in development of any kind, let alone graphics.
I can't imagine anyone reading that post and coming out of it with a remotely accurate sense of what's actually going on unless they already have a pretty solid understanding of lighting. However, I can see a ton of wrong conclusions that one could easily draw. Teaching without knowing is simply irresponsible, and that's exactly what the person did.
I agree the article isnt motherh's and he never went into technical details or commented on specific parts of the article.motherH is not a dev, he's a test manager. I would expect someone in that position to have a much different perspective on the post than a dev. From a broad viewpoint (eg, if you stripped all the content and looked at it only as an outline), the article is correct in stating that there are multiple ways that light can be calculated, and that KZ implements more than one. If I were that manager, I doubt I'd crap all over the party.
From a technical standpoint, the article is crap. The idea that a vast amount of geometry doesn't tax the GPU is just silly. I wish that were the case, because I'd have about a billion polygons in every scene It's also been brought up, but renaming lense flare to "muzzle flare" does not make it not lense flare. You can barely go a paragraph in that post without hitting winners like those.
The author clearly intended people to read this and have an idea of how lighting in games works. The problem is, the information presented does *not* give an accurate idea of how lighting works. Where's the description of how a point light works versus a directional light? Where's the discussion of how shadows fit in to all of this? The author had an opinion on how they thought things were working and then spouted it as fact.
And by what method? By watching the trailer. Yippee. I find it laughable that anyone could claim that by watching a trailer, that they can suddenly have insight into how the lighting model for an entire graphics engine works. Let alone someone with ZERO experience in development of any kind, let alone graphics.
I can't imagine anyone reading that post and coming out of it with a remotely accurate sense of what's actually going on unless they already have a pretty solid understanding of lighting. However, I can see a ton of wrong conclusions that one could easily draw. Teaching without knowing is simply irresponsible, and that's exactly what the person did.