I hadn't seen a topic about this, and it is something that I've been thinking about for a while. We work in a realtime medium and yet more often than not when we present our work it is in still images. I'm guessing that all the promotional screenshots for games go through a gauntlet of touchups, or at the very least some levels adjustments.
Personally, I think that doing post editing in photoshop is alright as long as it is minor, like level adjustments, or if the outline isn't working properly in Marmoset you can just add it in. However, it is still an easy way out and disregarding the problem rather than taking the time to fix it where it counts.
So I guess my question to all of you is this:
Do you think it is acceptable to do minor adjustments to presentation shots of realtime rendered assets as long as it could have been done in the engine anyway? Where is the line drawn? Do you do any touch ups yourself?
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other than that, no.
Honestly though, I restrict myself to PS tools that generally have an equal in the post-processing of whatever engine I'm using. I don't see any problem with some general color/level/sharpness adjustments, when quite often the final in-game output would look similar. Now, as far as things like clone-stamping out seams, or basically turning your image into a matte painting - yeah, definitely unethical.
However in the broader world of CG art, photoshop is just one tool of many on the way to making a complete image. When making art for arts sake I don't believe in the sanctity of 'pure 3d', but then again, I've never seen anyone who does.
https://developer.valvesoftware.com/wiki/How_To_Take_Artistic_Screenshots#Gamma
For fully rendered images, using photoshop is just a tool to get an awesome image, or else we had to use paint to make textures and only pixel by pixel, or you are cheating.
You'll see this happen a LOT, particularly on Zbrushcentral.
I can usually pick it out, but a lot of those guys DO have lead jobs at prominent studios. It's usually why I prefer seeing hand-painted folios, and texture flats.
Now I have seen some awesome looking zbrush sculpts and turntables from junior / entry level candidates in the past, and when they were asked to do a quick test to show they could do textures / real time character textures, the level of quality drastically dropped. I was kinda surprised to see that.
If it's an effect that can be achieved in an engine in any way, fuck it, go for it.
I do agree that people need to know not to ruin their stuff with stuff like excessive vignetting and chromatic aberration (though from case to case it might look great with a touch of that good ol' chromatic abs).
Or in other words, don't use brushes or shit, but only filters that affect the entire image at once.
I wouldn't go so far as to calling it clich
http://www.blogcdn.com/www.joystiq.com/media/2007/08/eanbabullshot.jpg
In games dev i dont see the point of using PS apart from making textures. Cause at the end of the day u can cover up artifacts on ur model in PS, but what will u do when the model go into game engine...
There are plenty of print studios that game studios send their characters and assets to for promotional posters that are rendered in Vray and subdivided to coverup that lowpoly look. And they are expecting the audience to take that as realtime. *shrug*
Lastly, I end to 'crush' my levels in PS for composites, something which I'm a fan of. 10% crushing is good, 30% and Orange-Blue tints a la Micheal Bay is horrible.
There were a ton of really nasty stock photoshop lensflares on the HAWX screenshots
For demoing my work, I don't want to touch anything up. I think it's dishonest.
For selling your game, putting effort into promotional shots is fine.