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shitlord
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You know what? Fuck specific requests for such and such art style with this that and the other thing. Here"s what I want for artwork in a game.
I want a cohesive art style. I don"t care if it"s so realistic I cut my eyeballs on the sword edges, or if it"s so cartoony that getting drunk makes you vomit rainbows. I want all the different pieces of the world to look like they fit together like they should. That means when you have a campsite, with a few tents and such, it"s not just a few models plopped down. Your art team has to go further than that, to different pieces of the world. If there"s tents there, and active creatures, then there should be areas where the grass is worn away, yes? If there"s a path somewhere, it likely needs more than just a different color of ground. It needs a reason, and it will likely need more identifying features like rocks, posts, and other things. The gist is, you can"t create anything good with just models, or just textures, or suchlike.
There"s more quality you can add, beyond that, though. Diversifying and identifying players is an important piece of art design. This means humans look relatively similar to eachother, and that human architecture fits with the humans. This means that different factions of the same non-human race might actually have different architecture to go with it. To clarify, Spoon elves would theoretically have different architecture and stylings than Fork elves, but all would be identifiably elven. If that"s too many art resources, then get rid of Fork elves. Leaving Fork elves in, with Spoon elf stylings, means they"re really just stupid Spoon elves.
Lastly, I"d like to see a little bit of equality in genders. I don"t care if you"ve got gratuitous panty shots and cleavage galore, give it in equal measure to both genders. If you leave it out for one gender, leave it out for another. I personally don"t care either way, and I think you"d probably get the best results by giving everyone a choice between modest styling and exaggerated sexuality.
I want a cohesive art style. I don"t care if it"s so realistic I cut my eyeballs on the sword edges, or if it"s so cartoony that getting drunk makes you vomit rainbows. I want all the different pieces of the world to look like they fit together like they should. That means when you have a campsite, with a few tents and such, it"s not just a few models plopped down. Your art team has to go further than that, to different pieces of the world. If there"s tents there, and active creatures, then there should be areas where the grass is worn away, yes? If there"s a path somewhere, it likely needs more than just a different color of ground. It needs a reason, and it will likely need more identifying features like rocks, posts, and other things. The gist is, you can"t create anything good with just models, or just textures, or suchlike.
There"s more quality you can add, beyond that, though. Diversifying and identifying players is an important piece of art design. This means humans look relatively similar to eachother, and that human architecture fits with the humans. This means that different factions of the same non-human race might actually have different architecture to go with it. To clarify, Spoon elves would theoretically have different architecture and stylings than Fork elves, but all would be identifiably elven. If that"s too many art resources, then get rid of Fork elves. Leaving Fork elves in, with Spoon elf stylings, means they"re really just stupid Spoon elves.
Lastly, I"d like to see a little bit of equality in genders. I don"t care if you"ve got gratuitous panty shots and cleavage galore, give it in equal measure to both genders. If you leave it out for one gender, leave it out for another. I personally don"t care either way, and I think you"d probably get the best results by giving everyone a choice between modest styling and exaggerated sexuality.