One of my biggest pet peeves of graphics is explosion or fire particles with the color WHITE painted on them, so they fade away with an ugly gray fade that doesn't look good no matter what. Same goes for unmixed yellows and reds (i'm looking at you Dark Messiah).
What's yours?
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Poser
Poor cellshading
Bad shoulder rigging and weighting, bad facial animation, bad modeling, bad texturing, bad animation, inefficient UV mapping, inefficient anything. Honestly I could go on for hours.....
Untouched photos slapped onto 3D models, Tree leaf and foliage alpha mapped polygons UV'd badly, showing solid pixels on the edge of the poly where it's meant to be 'thin air'. Sloppy, stretched UV's, no attention paid to texel ratios, objects mapped with textures that aren't uniquely designed just for them and hence have no edge darkening or hi-lighting or anything else other than random noise.
Bad shoulder rigging and weighting, bad facial animation, bad modeling, bad texturing, bad animation, inefficient UV mapping, inefficient anything. Honestly I could go on for hours.....
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I think this about sums it up pretty well =D
2. Nasty seams. That's just sloppiness.
3. Excessive lighting/shadowing in the diffuse textures, which does not correspond to the scene lighting. Characters walking around at night with bright shiny spots on their foreheads, buildings in open lots with shadows falling across them. Ugggghhhh....
Oh, I definitely agree with the sloppy UV stretching.
That felt nice.
any alphad object that doesnt have pure black at the edge of its uvs so a faint square is visible
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That's what i meant. You just explained it far better than me
Recognising a face from 3d.sk in a game.
Inequal texture resolutions on environmental objects and characters (the crisp head with blurred body),
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http://i.i.com.com/cnet.g2/images/2006/180/589766_20060630_screen006.jpg
definitely agree about the nostril thing.
smoke clouds on polygon planes that are clipped into the ground.
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oh, that's as annoying as large "glow" sprites on explosions on the ground clipping through. It's 2006 and there's still PLENTY of that happening. Can't they use depth testing?
Random lumps that are supposed to pass for "cloth".
Obvious usage of simple PS filters, such as emboss or plastic wrap **shudder**.
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any alphad object that doesnt have pure black at the edge of its uvs so a faint square is visible
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That's what i meant. You just explained it far better than me
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aah I thought you meant on foliage where people do careless 1 bit alphas and pixels end up floating in mid air- I choose that then
People calling a model "next gen" just because they normal mapped it.
Poser
Poor cellshading
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YES actualy anything thats called "next gen" ... as soon as it exists its currgen !
and badly referenced 3d real life models, that looks like a hybrid between 2-3 versions of the real vehicle.
i...as well as many here i'm sure....can't stand the "burned victim" look due to excessive zbrush/mudbox strokes.
also, to be honest....a pet peeve of mine is when people think that since they have a copy of zbrush/mudbox, it'll make them a better artist. and similarly, when people try to bust out something jukes or k. scott does w/o even knowing how to model a low poly.
It's reservoir Dogs Xbox:
http://www.gamespot.com/xbox/action/rese...eservoir%20dogs
dejawolf: what the hell is wrong with 'em? As videogames go they're very well crafted models. If you're gonna harp on about historical accuracy I'll just get bored and switch off though.
oh, that's as annoying as large "glow" sprites on explosions on the ground clipping through. It's 2006 and there's still PLENTY of that happening. Can't they use depth testing?
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That is depth testing. What you want is something like z-feather. That might be expensive, particle effects designed not to clip the ground may be a better choice.
My pet peeve - vegetation particles that rotate to face the player. Atrocious. Model the fucking things please! Valve, I mean you! I also hate alpha test with a passion, although that's not an easy problem to solve.
BTW, bad lip sync is now known as the "Heavy Rain" effect.
P.S I`m also with fritz on beginners not learning to model properly these days. It`s an alarming trend.
If i had to name one cept for those already mentioned i would say stereotypical content
lol poser. I didnt know people were still using that.
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Amazingly, the name of the program also defines its users
people reversing into parking spaces! well i guess
this is gfx pet peves... so.... umm gfx artists reversing into parking places.. or video games where you reverse park into parking spaces
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LOL, not to go too far off topic, but why? I back into parking spaces all the time. I drive a large, 1988 Suburban (well... when I'm not riding my bike), and in some cases it's much easier for me to back into a spot so I don't have to back out of it (I have very poor visibility out the back doors, so if a small car is backing out of the spot behind me, I can't see them).
Unless you're talking about parallel parking, which I try to avoid at all costs since I have such a large vehicle. But still, you're supposed to reverse into a spot when you parallel park... it says so in the driver's handbook. Plus, haven't you seen that episode of Seinfeld?
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Stranger: I didn't even know you were parking. You were just sitting there.
George: If you didn't think I was parking, then why did you put it in head first?
Stranger: That's how I park.
George: You can't put it in head first!
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