The years to come are going to be exciting as we move to the next generation of consoles (at least we hope so anyway) these will bring up new technology's and methods of industry standard art production. Its a really exciting time for games art and although there is a wide variety of art budgets and styles across multiple devices. What will you be adding to personal projects in the years to come and how will you change your work to always stay ahead of the game?
If you was showing your portfolio in one or two years time, what would it contain? What technical ability will you have to demonstrate?
I thought it would be great for people to share ideas and spark some inspiration of what people might want to look out for on the horizon.
THE LIST! DU DU DURRR!
Replies
-More Snakehook
-More sublurface scatting
I also want to see pineapple chunk maps - bit like cube maps bit a bit more of a yellow tinge to it and a bit more zing.
We definitely need more sub-blur-face scatting up in here. It might actually be a make or break situation on what console I buy if both the PS4 and nextbox don't have that kind of scatting.
Bitch please that's so last year, Deus Ex:HR used 512* pineapple maps on everything.
To be honest I can't wait! Should you have mentioned what euclidean is doing? I don't know, but I'm very exited for what is to come!
Seriously though, I think realtime physics is going to be getting a big boost. Softbody physics are going to go from tech demo to a more refined feature. (I want to see softbody physics for trees and cool wind systems!) The cloth and hair physics demos we've seen recently are going to be polished over this next generation also. It will look a little janky for a while, but it'll get there. Particles are going to be a bigger thing this next gen too, we saw the focus on this in Unreal 4 demo.
Exciting times! Thank jeebus for those clever programmer chappies!:poly142:
Also, I imagine average character polycounts will go up to 40,000-120,000 (before tessellation).
I'll also want to have some Global Illumination showcases.
That being said, dynamic ingame created assets will change everything, actually craft something from nothing, instead of just 'creating' with prefabs, and I'm talking about games like Minecraft as well, though it was a step in the right direction.
But graphic-wise, not hollow models would be interesting, and by this I mean, if you cut of your characters arm, you won't see a shell, but automatic generated 'content'. And since this should work dynamically, it will make it more tricky for artists to make their models (or maybe just shaders).
Valve is actually halfway there with their gore techniques for L4D2.
Personally I'd like some alternative to prebaked cubemaps, screen-space reflections and planar (flat mirror) reflections.
i beg to differ, sir. I suspect the resources dedicated to exactly this is what's holding back the progress on sublurface scattering and pineapple maps.
2002 CG standards?
I for one, am excited for what's to come. Advances in CG gave directors and writers more latitude for their films, even if a lot of it is derivative. Same thing happening to our industry, and that's OK. There's more interesting game art being created now than ever before.
Both can have similar results but I'm guessing one takes more triangle crunching and the other more shader crunching.
OpenGL 4.3: Compute Shaders Details
http://www.khronos.org/opengl
Just a quick reminder that when the 360's specs where released to devs (2 years before it shipped) there where audible gasps of "oh my god" and "this is what we have to work with lets get to it". Having outdated hardware before the console even ships doesn't help it live a long life, especially when they try to stretch that live 4-5 years past it's expiration date.
The PS3 has a similar story but is also plagued by "difficult to develop for by design", security issues and an under preforming PSN store. They need a franchise reboot worse than Micosoft does.
bit noisey but sexy nonetheless...waiting for the first batch of ray tracing video cards to end the next generation prematurely
Max and Maya have made many substantial improvements during the past couple of years, but they could still do so much more.
I think the tools need to continue to be improved... because as game worlds become more complex, it's going to take longer to make those worlds unless revolutionary new workflows are devised.
UV unwrapping tools are one thing that need an improvement.
Ignore tech. Just make good art.
^This
With current gen tech I dont think there is really much of anything you cant do artistically already do. The new tech is not a fundamental change as the development of pixel shaders. It just makes things prettier.
Hopefully the next gen will allow people to focus more on art creation then learning new tech techniques like this current generations learning curve provided.
We'd still be playing 2D games if this was the best advice. New tech leads to better tools which allows artists to make better art. Both in the actual creation of the art and getting it working in run-time with bounced lighting allovadaplace etc. :poly142:
texture using mari, you ll forget about uvseams.
I'm not talking about texturing them, there's game engines that handle them badly in certain situations like udk.