Metasequoia modeler tutorials and Keynote translated plugins

(2013-04-19, 06:44 PM)Verdite link Wrote: Height map, normal and AO texture editor and creator to watch, its in beta at the moment

https://www.knaldtech.com/

I am not so sure SOM games will benefit from this kind of esthetic. Mind you these are fine technologies. But artists are prone to get excited about effects like this and not question whether or not they actually complement the art. For instance, Ico, SOTC, KFIV, all very nice looking games, none really using the generic game esthetics of today. Where they might, sparingly, and to good effect.

I just want to caution artists to think critically about their tools. When you make a house you can use a hammer to drive in nails, or just use the hammers to beat in things at random for using the hammer sake. I also caution artists because we have a lot of really great older games, and we have a lot of really blah newer games, ‎  many outlets are predicting a looming video game sector crash like in the 80s. Visual effects can't make a bad game good, and they can't make a good game bad. But they can make a good game ugly. That's just shy of a lose lose proposition.

Never mind that, I felt like typing something up, just because that page mentions OpenCL. I am hoping by the time Dark Slayer is rearing to go that it will be possible to port its algorithms over to OpenCL so that it can be very much accelerated. OpenCL is still a very new standard. It will be some time before it is ready to be put to good use.
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Messages In This Thread
Re: Metasequoia modeler tutorials - by Verdite - 2011-03-14, 02:48 PM
Re: Metasequoia modeler tutorials - by Verdite - 2011-03-19, 02:53 PM
Re: Metasequoia modeler tutorials and Keynote translated plugins - by HolyDiver - 2013-04-21, 05:47 PM



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