In this thread you'll make highly subjective claims without the fear of being acused of taking personal opinions as facts.
(You are protected because this thread already presumes that they are products of personal points of view)
So just drop your personal anguishes in here.
I'll start:
- Fingerprints does not automatically make your model more realistic;
- Photoshop effects mimicking dusty lens or dusty environment neither;
- Chromatic aberration is rarelly used properly;
- Displaying texture sets overlaying each other sounds cool and all, but it's weird and hard to read;
- Wooden barrels, fire hydrants etc. or any other "despised" model, while not that appealing, can actually be a good portfolio piece if modeled/textured properly;
- Environment art is underrated by gamers and the media in general;
- Artstation is becoming biased towards certain categories and styles when picking artworks;
- Artstation is becoming DeviantArt;
- Bacon is not that great.
Crucify me.
Edit: you are expressly prohibited to contradict anyone in here. You either agree and express that one's opinion is not so unique or you don't agree and silently accept that what you just read is a personal opinion.
Replies
Yes.
Craft beer almost uniformly tastes like arse. Give me a proper oldschool German recipe beer any day.
The Logan film.. man, I did not enjoy it at all.
-I think there's nothing wrong with props looking clean or having flat colors. I understand wear and tear is apart of life and the grunge definitely adds some history. But adding grunge for the sake of grunge honestly makes me think the art is not going to be looked on fondly in the future. Kind of like how last gen, every game wanted to show as much bloom and lens flare to prove "See! We can be realistic too!" but aesthetically, that's all your eyes were drawn to instead of the entire composition.
-Overexposed images can be just as impressive as non-exposed ones. Though I understand it can be more irritable on the eyes, but it's that effect an artist may want where the contrast screams at you.
- Deep saturated colors shouldn't make an artwork more cartoony or unrealistic. Not everything has to look like Black Hawk Down which has a very sepia filter, but it's still a movie.
-I think the best character art, whether it's 2D or 3D, are the ones that show variety in body types. I'm surprised in the selection criteria for character artists, we do not see a blurb mentioning can you draw or model humans who are small/skinny, to being average/moderately built to more extremes like very muscular or fat. This also applies to genders. If you make 5 female characters, are they all just the same generic skinny type? Instead, offer up more designs that can be both fantasy but also mimic real life proportions. Speaking of which.
-More diversity in skin color please. I do not understand why anyone would want to restrict themselves to showing only one race in their art. And no excuses about "only this race belongs here". We got dragons and aliens showing up in every timeline, when does having a dark skinned character become unbelievable or distracting?
kimmokaunela said:
- Game jams are not the right way to make games or anything. Stop it!
- If you don´t know how to take or give feedback, stay away from social media. Seriously!
Lolz, the best two "subjective claims" yet listed on this thread! (...BTW counting this one as well)
- Episode 7 is crap
- Star Citizen looks absolutely awesome, but no fun at the current stage using HOTAS
- Belgian beverage (they call it beer) is disgusting, why the hell is that stuff famous internationally?
- I love Blender's GUI, which other would copy some stuff
- Ledger as Joker is overrated
- Pandas suck and are not even cute
- a few big levels don't automatically create openworld settings
- linear games can be fun
- games don't look photo realistic, no matter what the package says... how much budget and time would you need anyway to achieve that
- Picatinny rails on futuristic weapons are terrible
- Mothra is awesome!
- Not willing to learn retop/UV/Baking because 'others' can do that... and learning sculpting anatomy is too much anyway... And getting annoyed because they can't get a job.
- Asking others to do your job because you didn't plan it out ahead and prioritised drinking and having fun nights out instead of actually doing the work required to get a degree.
Also,
-I sometimes like microtransaction because it let's me look cool and pretty ingame without putting in much effort
The drink of choice is and always has been Mad Dogg 20/20, everything else is piss water.
It's one thing if you fall behind, and need to work some hours to make up for your own failing. But the workers shouldn't be the ones who have to make up for management's bad planning. The timeline of the project should constantly be evaluated, to remove the "need" for crunch. And if workers were more willing to say no to crunch, more realistic timelines would be set.
I know some people who have been afraid to say "no" to crunch, because they thought they might get fired for it. That's not cool or acceptable.
If it can't get done during full-time work hours, we shouldn't be so willing to give up our own time. Doing so lowers our wages, and the wages of all other game industry workers (because the vast majority of companies don't pay extra for extra work).
I saw Zeke in Tacoma and we drank MD 20/20 and Nightrain before the show. MD 20/20 is a fighting bum wine but when the Nightrain hits you it will force you to lie down for 15 minutes.
@Joopson
precisely why I raised it as an 'unpopular opinion' further up the thread. The mind-buggering complexity of project management needs more appreciation from all quarters. What seems like a simple solution from one persons point of view, in all likelihood probably isn't simple at all, and in each case would take a lot more than a generalised forum response to explain why. A fuck load of different problems to solve, and a fuck load of different outcomes to balance, not all of which are going to be favourable for everyone. Basic absolutes don't apply, and devs need to be careful about flinging accusations of simple incompetence. I'm not saying this doesn't happen, it does, I've seen it. But it's not the default.
This is from someone thats most definitely worked both sides of the fence. I was very much a victim of crunch culture as an artist. Destroyed me. I've also had to plan projects of upwards of 2 million dollars and a fixed release window, where the success of the game and crucially people's livelihoods are at stake with every carefully worked out eventuality, every educated guesstimate, and every wild stab in the dark - which sometimes, just sometimes, is all you can do. As I say, bastard hard.
Polycount isn't your personal blog.
No one cares if feedback hurts your feelings. Seriously grow up.
When you get a job in the game industry stop treating everything like your own personal portfolio pieces. You are a tool and that is it. Don't get pissed when someone changes your stuff.
Chances are you don't know half the shit you think you know.
I hate what Polycount has become as it gained popularity.
-Use the damn metric system America.
-Deadpool is a fun movie I don't want to see over a 1000 crappy deadppols, and to the one person that named his DeadppoI come on dude.
-I'm sick of seeing all the sd brick walls.
-I'm tired of seeing characters with shitty eyes get somelife into it.
-Teachers please don't call your self a teacher if you can't teach.
-STOP USING RED WAX MATCAP
-Motion blur is awesome.
-Zbrush has the best UI.
-Maya unwrapping is nice.
-Baking in substance painter feels weird and should be avoided at all cost(Give me some od that Knald).
- I DON'T UNDERSTAND THE LEVEL SYSTEM ON POLYCOUNT.
@SirApoolo
I'm sorry but I do like to spend an unhealthy amount of time behind my laptop carefully retoping whatever shitty sculpt I made.To the point where it's driving me to question how I ended up doing this with my life. And going to bed and repeating the very same cycle when I wake up.
@Prime8 Here in the Netherlands we're going to pay over a million euro to China for those nasty pandas.
no zbrush, no high rez baking, just straight up PAINTING BY HAND in 3d coat or PS...
ok back to work now
- 1) everything he'll do in his life he have to have someone holding his hand, motivating him and showing him the "right" way;
- 2) that the products of his work are a mirror of his own self; hence, any critique to his work is consequently a personal critique, a critique to his own self.
Instead, it should be a representation of his work at a certain time of his life -- not a reflection of his essence or finished self. In fact, we are never finished beings, but "to-become" beings.
As game development costs continue to rise, there runs a risk of the talent becoming more insular like in Japan's example.
Less words, more art.
But really my tl;dr just applied here, to this wordy thread.
If it applied to the rest of Polycount, I'm sure we'd all be the better for it.
But hey it's a community. You do what you gotta do!
Real world gun models are always boring.
Arch-vis in offline rendered art is easy and contrived.
Most games are barely games.
Not to say that I want complexity for the sake of it, but I'd take a game that tries to do something new and intriguing and even fails on a number of fronts over one that's polished to T but simplistic any day of the week.
I hate people yelling " You should learn the fundamental ! " all the time. Learning the fundamental is most of the time useless if you want to do game art, I mean why the f do you want to study the master if you want to do props for dying light ?
For example, I learned fuck all my second year at art school. The game design program was a joke, where I knew more than my teachers (one of them couldn't bake a normal map correctly). My drawing, design, color theory, and art history courses of my first year pushed me to open my creative eye and taught me things that would've been much more difficult to learn on my own. You can find the same resources online, but to ignore them and not practice them is a surefire way to never improve.
Anyway. I smell sarcasm...