So wait, you guys actually created a texture page for each color variation manually?
I thought it would be some system where you create a black&white texture, then in-game it receives some saturation and hue in code.
If that's the case (that you guys created the textures), then how come it wasn't done individually? Meaning, have an artist actually paint each color variation.
Oh, I think you misunderstood- or perhaps I didn't explain it clearly. We definitely only made one texture. The different colors can be selected by the player through the coded dye system which is what I was complaining about. I would have PREFERRED to have made each color variation manually (with fewer options, of course).
The reason it's not feasible to make each color individually, aside from the sheer workload, is that it would end up being another texture for each color variation. When you multiply that by all the possible colors and armor sets that amounts to a ridiculous number of textures that would make the GW2 client ginormous.
Ged: Well, I had been working on sculpting on my own time long before this, and I had already made normal mapped armor pieces and such so I guess I was already experienced in how to do it all. It just wasn't until the Charr that I got a chance to actually put it all together. It's kind of funny because most people go into character art thinking they'll be making cool characters all day, but the reality in a lot of studios is that we just end up making PARTS of characters all day, haha.
ceebee & Sean: haha, thanks! It's cool working with you two as well- I'm just trying to keep myself viable or else young talent like yourselves will make me obsolete.
garriola83: I think it's worth examining the art style. Even if it's not necessarily as apparent on the models, there's a heavy emphasis on fine art and a painterly approach to their sensibilities. Showing that you can appreciate and incoporate this (and I'm not saying my work ever has!) would probably get their attention. An exceptional amount of skill and experience works as well, haha. Other than having the right portfolio, a lot of it comes down to luck and timing. Keep trying every once in a while because you never know when they'll be looking!
daphz: Haha, I dunno if much has changed since the betas that would sway you if it wasn't working for you then.
would be nice to see something like nightingale armor like in Skyrim, always found that one very inspirational. But everything I have seen so far looks great.
Replies
now let me play the game :poly142:
Oh, I think you misunderstood- or perhaps I didn't explain it clearly. We definitely only made one texture. The different colors can be selected by the player through the coded dye system which is what I was complaining about. I would have PREFERRED to have made each color variation manually (with fewer options, of course).
The reason it's not feasible to make each color individually, aside from the sheer workload, is that it would end up being another texture for each color variation. When you multiply that by all the possible colors and armor sets that amounts to a ridiculous number of textures that would make the GW2 client ginormous.
Updated with some more Guild Wars 2 art! Check out the first post for the images.
Glad I get to work with this dude everyday. It's always awesome seeing you work man, even under such tight deadlines :P
If only I had time to devote to it...
Amazing work!
ceebee & Sean: haha, thanks! It's cool working with you two as well- I'm just trying to keep myself viable or else young talent like yourselves will make me obsolete.
Thanks, everyone else!
daphz: Haha, I dunno if much has changed since the betas that would sway you if it wasn't working for you then.
Great work all around.