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>> No.47020835 [View]
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47020835

>>47020602
The inexperienced and ignorant ideaguy might think that 2D flipbook sprites are less work because of their lower barrier to entry but they are ultimately far more work and far less scalable than 3D rigged models. Any idiot can imagine and understand the entire workflow for a pixel art flipbook, but it takes a bit of study to fathom the 3D workflow. (modeling, rigging, materials, texture painting, etc.)
When you do flipbook animation, you can't reuse anything. Let's say you have 50 2HUs with 20 animations each and each animation averages 10 frames. You've just signed yourself for drawing 10,000 frames. Want to alter the art style? Enjoy redrawing all 10,000 frames. Do you want to display swappable equipment? Gratz, you've just signed yourself up for another 200 frames per piece of equipment.
Conversely with rigged 3D characters, all your animations can be reused between all your characters. You easily adjust the style simply by altering the material structure and parameters. It's more front-loaded work with a much higher payoff in the long term.

>>47020748
Ehh... Eric dicked around quite a bit during SDV's production, but yes a game like SDV only looks good after countless iterations and retakes. See picrel.

>>47020811
I kind of just mashed level designer into systems, but yes, they can be separate.

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