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  1. #1
    Player
    Sigma-Astra's Avatar
    Join Date
    Mar 2017
    Location
    Ul'dah
    Posts
    1,085
    Character
    Soma Kagami
    World
    Sargatanas
    Main Class
    Black Mage Lv 90
    Quote Originally Posted by dejiko_san View Post
    The way I understand it, there's a wire mesh model created first and then they add the texture over it. And then if it moves in any way, they add physics to the parts that moves. So in this case, they would have to either modify the original model (if doable) or totally remake it if not.
    I went to a professional art institution and we had a program for game art & design as well there. I had several friends and a colleague who even went to do work for Guild Wars 2 specifically, she's done a lot of their gear designs and I've seen the programs used. Basically, it is what you had described but in a more simplistic form. They need to model a wired frame mesh which can take several hours to days, add and design textures themselves based on real life sources or references, and then apply accurate representations for motions which is a trial and error period. Some of these programs can take several hours towards a couple of days to properly render something as simple as an apple because you've got bugs that may come up during the process or errors because of a polygon being moved in the wrong direction or overlapping something else. They're very finicky programs to tinker with and the process is very long and tedious sometimes.

    I don't envy people who work in the game design industry. I cringe and rage when Photoshop randomly crashes halfway through a project....I can only imagine the emotions someone would feel after something that takes 2 days to render and crashes at 100%.
    (4)
    Last edited by Sigma-Astra; 04-10-2018 at 08:07 AM.

  2. #2
    Player
    Remedi's Avatar
    Join Date
    Feb 2014
    Posts
    2,556
    Character
    Remedi Maxwell
    World
    Cerberus
    Main Class
    Goldsmith Lv 90
    Quote Originally Posted by Sigma-Astra View Post
    I went to a professional art institution and we had a program for game art & design as well there. I had several friends and a colleague who even went to do work for Guild Wars 2 specifically, she's done a lot of their gear designs and I've seen the programs used. Basically, it is what you had described but in a more simplistic form. They need to model a wired frame mesh which can take several hours to days, add and design textures themselves based on real life sources or references, and then apply accurate representations for motions which is a trial and error period. Some of these programs can take several hours towards a couple of days to properly render something as simple as an apple because you've got bugs that may come up during the process or errors because a polygon being moved in the wrong direction or overlapping something else. They're very finicky programs to tinker with and the process is very long and tedious sometimes.

    I don't envy people who work in the game design industry. I cringe and rage when Photoshop randomly crashes halfway through a project....I can only imagine the emotions someone would feel after something that takes 2 days to render and crashes at 100%.
    Thanks for the infos on the subject, they are appreciated
    (1)

  3. #3
    Player
    Sigma-Astra's Avatar
    Join Date
    Mar 2017
    Location
    Ul'dah
    Posts
    1,085
    Character
    Soma Kagami
    World
    Sargatanas
    Main Class
    Black Mage Lv 90
    Quote Originally Posted by Remedi View Post
    Thanks for the infos on the subject, they are appreciated
    You are quite welcome. I wanted to go for game art and design at first....but, I didn't want to mess with those programs. Some of their projects had to be done in two weeks minimum and imagine the kind of stress that puts them under when your own rendering software takes two days or more to properly give you something to work with, if it didn't crash at all.

    That's not even to mention that it may have taken them hours or days to properly make a mesh. It's a lot of finely detailed, tedious work that goes under-appreciated a lot.
    (0)