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I would think that that entirely depends on the scope and intended platforms of the game. If the game has 150 animated objects they might complete the art faster with 2D; but if it has 1500 animated objects ~especially if intended to be 2d sprites in the final game, then 3D would probably surpass 2D for time efficiency. If I were the artist, I would probably charge more to do the work as hand drawn 2D sprite sets than as rendered 3d mesh art.dmazz wrote: As I said before 2D is more responsive and flexible to time and cost concerns.
It's a shame about Dawn of War 2 [IMO]... This is what it was conceptualized to be: http://www.youtube.com/watch?v=KzVlpUf7e5wand Dawn of War II use the same graphics engine. This tells us 3D is catching up to 2D but still only for AAA games with the best tech engines available.
Those heads took like 4 to 6 weeks each, and they started out as a wad of clay; hand digitized, and then animated.dmazz wrote:The talking heads were animated in 3D too, then rendered into 2D sprites.
Not a mistake... It was certainly 3D mesh data ~scanned from the clay sculpture. They animated it and did the lipsync work in "Lightwave".dmazz wrote:My mistake.
But does it really have to be 16 color XOR'ed sprites?krellen wrote:Why is everyone dismissing the possibility of "animation" meaning -> that right over there?
krellen wrote:MDF_MadDogFargo wrote:That new game at Aldorlea, "The Book of Legends", looks cool.
I just finished the trial. That might have to be my next game purchase.
dmazz wrote:Disciples 3 was in development for more than 4 years. And from an isometric viewpoint is arguably less good looking than it's 2D predecessor.
As an example of 2D visual design, I was thinking more along dishwaseher vampire smile. http://au.gamespot.com/the-dishwasher-v ... w-6307251/ A game that is also low budget a, $10 dlc on xbox.
But those games work too, and are also low budget. 2D art simply gives artists alot more control about how the final product will look ingame. I would like an example of a 3D game that looks great from a fixed camera. The only ones I can find, but that feature subpar terrain anyway, are Starcraft II and Warhammer Dawn of War II, both AAA games.
Gizmo wrote:Not a mistake... It was certainly 3D mesh data ~scanned from the clay sculpture. They animated it and did the lipsync work in "Lightwave".dmazz wrote:My mistake.But does it really have to be 16 color XOR'ed sprites?krellen wrote:Why is everyone dismissing the possibility of "animation" meaning -> that right over there?
How about something like this instead?
Gizmo wrote:But does it really have to be 16 color XOR'ed sprites?
How about something like this instead?
krellen wrote:3D can work for a single-character game - you're supposed to be more invested in the single character. I actually think it's a horrible engine for party games. One nice thing in Wasteland is that it didn't typically display each individual Ranger; you were displayed as a group, and you played as a group.
The 'Uncanny Valley' effect could make them all that way; worse, the more work spent on them. Unless... perhaps they could be animated caricatures, or rotoscoped video?krellen wrote:That's creepy as hell.
It certainly was... but the graphics were what they created for the game... not proof of inherent limitation or inferiority of 3D art.krellen wrote:ToEE was the best implementation of D&D I've seen on a computer. I still didn't like the graphics.
krellen wrote:ToEE was the best implementation of D&D I've seen on a computer. I still didn't like the graphics.
krellen wrote:Sorry, let me be more clear - I didn't like that I always had the whole party laid out before me. I didn't like having to juggle individual characters or drag a box to select the whole party. I didn't like having to bother with formations for the party while just walking around town. It was a lot of extra work that you don't really need
Storm of Zehir at least collapsed the party down to a single character while moving on the overland map. But the overland map itself still probably would have worked better if it hadn't been constrained to a 3D engine, and you still had to juggle the whole party while in town even though there was no combat to worry about there.
Tuco wrote:Can't say I agree *at all*.
Tuco wrote:And by the way even in TOEE the party was "compressed" during travels on the overworld, as it was just a marker on the map.
krellen wrote:Tuco wrote:Can't say I agree *at all*.
That's no surprise. You're like the 3D champion, and I'm the 2D grognard. We never agree on anything graphical.
Yeah, IIRC, there wasn't a lot of exploration to do with the ToEE map. It was a node-system like Fallout, except...-CUT-
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