Excellent posts. Daz: generally I was addressing character artists. I think I was expecting every company to demand artists of Epic quality nowadays Poop: very good post, but do you believe that companies will be using character generators? Even if it's focused on amazing gameplay, won't the assembly line figures ruin the…
Sonic, requirements will keep going up, mostly tho, only on the artistical side of things. All the shader and normalmap baking stuff is easy to learn. If you're an awesome artist, noone will turn you down and you'll pick up the technology know how there. UT2k3 had 2-2.5k poly models. Bad use of normalmaps makes normalmaps…
[ QUOTE ] Basically, when you can do highpoly you'll be in the match for a long time to come. No matter how much trickery we'll see, most of it will attempt to replicate hipoly models. Unfortunately I can't do highpoly, I'm always confused when there's that many verts in play. [/ QUOTE ] That's it exactly, with highpoly…
Um..I'm not whining. And I have a job that pays me quite well as a programmer. Not to sound elitist or anything. I don't care or aspire to become a professional game artist. Sonic said something that caught my eye, because I had been thinking the same thing about the "blandness". That's why I posted. I don't give two shits…
[ QUOTE ] Am I the only one who thinks normal-mapping looks like ass? [/ QUOTE ] I think the highlights and shadows created by normalmaps look aweful on certain assets that aren't made to resemble metal, think shiny plastic trees. But highlights and shadow are how you show detail right? I used ORB to create normal maps for…