Other > Off-topic discussions
Talk about 3D era
Reiniat:
did you ever think, after all the suffering of Cvet and the rest of the devs, that the old way of animation is better?
I mean like in the original Fallouts:
we design everything in 3D way, with all the quality, excesive number of polygons, HD textures and particle effects that a supercomputer can holds...and then we renderize all with a powerful super tool, and we capture all that stuff in 2D, all the animations in the 6 positions that can be in Fallout: and voila!!! they will not be 3D, but will look better than the actual 3D models, within tire the engine, because, in the end, they are only frames changing like in the original game.
so what you think?
Johnnybravo:
That'd be great if you wouldn't need that amount of animations.
Yeah for weapons you could probably render weapon as additional sprite, so that you could've weapons visible without having milion more frames, and that could be perhaps solution for headgear and head graphics as well.
But it wouldn't make animations any smoother.
In any way, models have to be done.
However i'd also like to see how'd some sprites worked with it, because frankly, I don't see anyone creating good enough death anims, especialy for flamer (which is going to be really hard done in 3D) or electrical.
Lexx:
--- Quote from: Reiniat on July 08, 2011, 06:52:50 pm ---did you ever think, after all the suffering of Cvet and the rest of the devs, that the old way of animation is better?
I mean like in the original Fallouts:
--- End quote ---
No.
Jotisz:
A lot of people like the old animations the 3d ones will be as close to them as they can Karpov did it good.
The only problem with the old frms is that its time consuming to make new ones Lexx worked on new critters so he knows it just like all who ever tried to make one.
Look at the new hero looks bald and long hair dude they took a lot of time to get finished implementing new armors models would take the same amount of time if we stick to 2d.
Still 3d isn't superior toward 2d it just makes things easier (especially mass producing new critters).
With nice texture size and with some in game filters the models will be able to look just like 2d sprites.
Luther Blissett:
Personally I absolutely love the original sprites and animations - but I also love the fact that we will eventually get to the point where simply recolouring one texture magically gives us full sets of animation for every type of body, with every type of weapon. Once a Vault 13 bluesuit has all the possible animations working properly, you change the number on the back - 5 minutes in Photoshop, and your Vault 8, 9, 10, 11, 12 etc all exist, and shortly afterwards, can be fully implemented in game too. No "animation not found" crashes and no "changing sprite when you use a particular weapon" or anything. If someone needs to add an extra animation for a mod, that animation will magically be automatically applied (in all directions) to all characters using the same base model. You can't not love that.
On the other hand, I want those models to fit into the environment and look "correct". Correct colour, correct shape, correct lighting, correct art style, everything. As close to the sprites as is possible - and I will try my best to help the people who can make this happen. I'm not the best modeller or texturer in the world, but I'm getting better. If things aren't good enough, we can always go back and improve things at a later date. The same freedom which allows us to create new characters can also be used to improve those characters. Take a texture, improve it in Photoshop, copy it into the folder. Done. Looks better.
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