Game Development Giant

Chapter 619 Art and Art

Harmony.

Although Jester simply said these two words, the expressions of many artists changed and their expressions became serious.

Jester didn't take it seriously either.

This time he was talking completely impromptu, without any preparation beforehand, and he was not going to say too much. He just talked about some problems that often arise when many artists are just constructing 3D scenes.

To be precise, it is a problem that arises in art, not in art.

Many people may not understand this, why art and art should be discussed separately, because for a very simple reason, the work of art and art are different. Take the 3D game screen as an example, character design and modeling are the tasks of art. The person responsible for putting these things together to form a complete picture is the artist. Whether the expressiveness of a picture is outstanding or not is of course related to the level of the artist, but the most important thing is the artist. level.

So, both now and hereafter.

There is a very popular point of view. It seems that with outstanding art talents, you can create beautiful and expressive pictures, or to put it another way, make people feel very real, very harmonious, and very unified.

In fact, this is nonsense, because art and art are completely different talents.

Excellent art talents are not difficult to obtain, especially in the future. As long as you are willing to work hard, such talents will always be obtained. For example, in the future, there will be no shortage of such talents in China, and even many domestic game companies will still have them. He often undertakes the modeling of characters for some AAA-level masterpieces - as far as Jester knows, in the future, many of the modeling for Naughty Dog's masterpiece, The Last Days of America, the largest studio under Sony, will be outsourced. Completed by the company.

in. There are domestic companies.

However, composing these models or textures into a picture that makes people feel that it should be like this is much more difficult than the modeling itself. To put it bluntly, if you can become a top artist with hard work, then Outstanding art talents need an eye for beauty. This will also be the case for game companies around the world in the future. There is a lack of top-level game development talent.

This is the reason why domestic companies can produce top-notch modeling in terms of naming, but cannot produce top-notch graphics.

When we first started designing the 3D graphics, we discovered that artists who had just started doing 3D modeling often made a mistake, that is, they seemed to only do new things, not old ones. Why? What do you mean? That is to say, a picture looks too gorgeous. It is too bright and too 'new'. In reality, such a 'new' picture would not exist. Can you understand what I am saying?

Although what Jester said was not particularly clear, everyone here is an artist in the game industry or a top figure in art, so it makes sense to be qualified.

Therefore, the way they looked at Jester also changed.

It's not like I didn't care as much as before.

Actually. The current problems faced by the world's video game industry in terms of graphic expression are related to the era in which he lived. Domestic game companies have the same problem with screen processing, that is, they only make new ones, not old ones.

This shortcoming is a problem that artists in the Korean game industry often have, because most game artists in the domestic game industry have learned from Korean game experience, so this problem is equally common.

Therefore, in future generations, when you play games from major domestic manufacturers or Korean game companies, you will encounter such a situation.

The characters, equipment, and buildings are beautiful and exquisite when viewed individually, but when put together, they feel fake, empty, and lacking in realism and texture. To use an analogy, it is as if something from the second dimension has traveled to the third dimension. It seems incongruous no matter how you look at it. On the contrary, the characters and equipment of European and American games may not be beautiful when viewed individually, but when viewed together, they feel harmonious and real, and they are a real world.

Even within a year or five, the problem of Tianya Mingyue Dao, which is the benchmark for domestic games, is still as serious.

In fact, in terms of modeling technology, although Tiandao is not the best in the world, it is definitely among the first-class. However, in terms of art level, the gap between Tiandao and the world's top class is huge. There are too many.

It seems that domestic artists believe that this flashy style from Korea represents a good picture. It seems that this kind of beautiful and spotless picture represents the development direction of game graphics. This is simply nonsense. Not only It is the Heavenly Sword in the online game. In fact, the Jiufeng RPG, which has just released a promotional video and is said to be created with Unreal 4 and has the best graphics in the country, still has this problem.

Untrue.

To put it bluntly, there is almost no merit in the details.

And how do the world's first-class fine arts express images?

It's very simple, just watch The Witcher 3.

The streets are full of beggars, drug addicts, drunkards, spitters, burpers, and farters. Most of the characters are plain-looking, with rosy noses and big eyes. It creates a world that is simple, primitive, and full of life, even if you don’t talk about The Witcher 3. The world's top RPG works, even if we only talk about one generation, even if the graphics are as bad as the first generation, they can create a suitable atmosphere and increase the sense of immersion.

Domestic games cannot do this.

Let’s use Tian Dao as an example. Tencent has put a lot of effort into the art, but the art style is really not flattering. The skin of a random male NPC patrolling the city is better than the coconut milk method, and the skin of a random escort NPC , the facial features are even more beautiful than Ciri's, all the main characters are gorgeous and spotless, even in death they are beautiful and handsome with their hair not messed up. People from the ancient backwoods all come out with bright clothes, bright clothes and angry horses, and the same carriages, horses and buildings. Problem...

The sense of dissonance is so strong that it breaks through the sky. What the hell does this make players think about?

Another example is the promotional demonstration of the game produced by Unreal Engine 4 released by Jiufeng. It is said that it is a real-life Jiufeng RPG, and it also has the same problem.

From the scene to the action, this calculation is too similar to Zhang Ziyi's dance in House of Flying Daggers. It is full of the flashy atmosphere of domestic game screens, resulting in the picture being too bright and oil painting-like. It seems that it should have been through real-life actions. Capture, but the facial expressions are still not realistic enough. Facial modeling may be used instead of expression capture. What the entire PV wants to convey, in addition to the gorgeous and exaggerated scenes, is more about the background character setting, the heroine and the queen. The scar on the back and the black hand that accompanied the dark clouds at the end of the PV are not the actual game scenes that players are more concerned about.

Of course, as a new IP, it was developed by the team of Gu Jian and Fantasy Three Kingdoms. This is an inspiring stand-alone domestic 3A game, which is worth looking forward to.

One thing worth mentioning is that although Ancient Sword 2 and Fairy Sword 6 have the same problem, which is the large plot animation, which is smelly and long, there is a fundamental difference between the two, that is, Ancient Sword 2 I wanted to do it well but failed to do it well, at least the attitude is worthy of recognition. As for Sword and Sword 6, from the beginning, I had no intention of doing it well.

Therefore, many people say that the days after the release of Fairy Sword 6 were the days when the historical status of Ancient Sword 2 improved. Jester agrees with this, but this does not mean that Ancient Sword 2 is a good game.

Another point is that after eight days of release, Fairy Sword 6 has not sold more than 300,000 units, including 110,000 pre-sold units. This means that Fairy Sword 6 does not have a refund function. Otherwise, haha, this is also To a certain extent, it can be explained why Fairy Sword 6 is not even available on the steam platform. It is very simple. That is, the steam platform has two-hour unconditional refund and player evaluation functions.

Let me ask, how could Sword and Sword 6, which didn’t even dare to release the demo version and actual gameplay before its release, have the courage to release it on the Steam platform?

That’s a bit far-fetched. Let’s get back to the point, let’s talk about art and art.

To put it nicely, it’s called, domestic aesthetics are different from those abroad. To put it more unpleasantly, it means that domestic art doesn’t even know what a good picture is. They don’t know at all. Put together, it makes a good picture.

World-class modeling does not mean world-class graphics.

So many people are saying, look at how the xxx game is modeled, how the light and shadow are. In fact, the picture is a whole, not just from one model. Excellent art can even be modeled with less than excellent To show the visual expression that even excellent modeling cannot. There are countless such examples, the most famous one is World of Warcraft.

Jester talked a lot about the expressiveness of the picture. The key point is that good pictures cannot be achieved by good modeling.

At the end of the day, all the artists and art talents in the audience showed their sincere expressions.

Although Jester is not an artist, his argument that the expressiveness of the picture is much more important than pure texturing and modeling has a much more important impact on the picture, which is still very inspiring to the art talents here.

When he returned to the company, Jester specifically asked about the egg incubator project. Originally, Jester just asked casually, but after hearing the answer, there was a plan that aroused his interest. , because the plans were classified according to regions, Jester unexpectedly heard a report from his subordinates. Wanwan actually had a designer submit a very detailed game plan. (To be continued...)

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