Views : 9,908
Genre: Gaming
Date of upload: Apr 23, 2024 ^^
Rating : 4.885 (19/640 LTDR)
RYD date created : 2024-05-05T10:34:53.793927Z
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Top Comments of this video!! :3
I think anime style is a really interesting mixed bag.
Doing 3D anime-style characters that look 2D is mind-bogglingly difficult. Similarly, hand-drawn animated sprites are super difficult for indies by virtue of the sheer number of sprites required.
However, anime backgrounds are often a kind of “exaggerated PBR” oil painting style.
This means that you can often get away with using premade realistic stuff for much of your (hard-surface) background assets, brush some extra contrast onto the corners, and maybe run it through a filter.
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I really liked this. Although I have to correct you. TellTale didn't go down because of their art style. They were notoriously bad at managing their finances. I've talked to some people who worked with them at Gearbox when they were doing Tales from the Borderlands. They were a mess. Hopefully the new TellTale will do a better job.
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With some small changes (better lighting, ACES color space, brighter sun, lighting from an HDR sky, more natural grass color, beveling-modifier on the low poly poly art) you could make your Forge Industries art look quite a lot more pleasant. Its not really the detailed models that drag it down, just the overall composition.
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The thing with voxels, and the reason as to why you don't see many games with voxel art is how difficult it is to make on the programming side. You have to make a LOT of optimization, and memory management, but when done right, the results are astonishing, and i don't mean minecraft like "voxel" i mean john lin voxel game type voxels.
When people manage to make really small voxels it lends itself to a style that allows to simulate a lot of things, from real time water simulation, to particles and free form object breaking. All while maintaining a beautiful look, really the best option if you wanna make a sandbox game.
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No shade to Marnix, but this was like your second-best tierlist ever - having an artist's POV vs "I suck at art LOL" was so illuminating! Stylized mid-poly is the way to go if you have the cash & patience to hunt for and/or commission assets, or the skills to do it in-house. Having some normal textures / simple PBR shaders adds so much more depth & nuance than flat-shaded low-poly, while still not being too taxing on the tech or art side, and [hopefully!] will make it better for marketing.
My game is mostly handpainted mid-poly, with Store assets I've customized to match my palette & aesthetic. Lighting is still hard 😅 You can also "cheat" a little by going for gradient-palettes to liven up otherwise flat-color models - still experimenting with this, but it can work well for background environments, crowd-fill NPCs, etc.
Great chemistry, welcome to the channel, Alexandra (yes you can curse here LOL)
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ive spend roughly 1500 hours in blender and i still suck at coloring and lighting.
i would say you dont really need high poly/quality assets as long you manage to make the things you work with look cohesive.
nothing is a bigger deal breaker than having things that look odd or out of place.
this can get especially infuriating when you know the scene looks not right, but you cant pin point what it is.
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That was a fun one, great job! Also v difficult: art preferences vs programmer requirements vs marketability.
Hand-drawn is fun to make, just draw it and scan it in (or use graphics tablet). Like you say, its timeless if done well.
One advantage of low-poly is (obviously) performance, you get away with throwing almost anything at the screen.
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9:35 does the art style really matter if the game has trains though?
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Something that gets ignored a lot with the photoreal style is that sure there are tons of models and textures you can buy but your biggest hurdle is going to be character animation. We've all seen asset flips that look great up until you see a character moving and it suddenly falls apart entirely. The characters are stiff, they move in odd ways, are obviously using canned animations, the animations blend poorly, etc. Even big AAA games like the SH2 Remake were recently torn apart with similar criticism. And unless you have access to an animator/technical animator and a mocap studio, this is going to be a massive hurdle for anything except a walking sim.
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Need more art takes. I'm a programmer and I think I remember thomas or the other guy (other guy -- say your names more often!) said ~75% of BiteMe's YouTube audience are programmers, so the art insights are very valuable for us. Great video! Glad to see another one on the team and with unique takes
Edit: Just got to the part where you gave the stats about your audience's specialties. Whoops!
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@SharpDressedBear
1 week ago
It's really cool to see another member of the Bite Me team! She did an awesome job and it's really interesting to hear some of the more technical details about art styles broken down (as it's not at all my background)
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