@not_mynes
你们对 Hytale 的美术风格怎么看?
(引用了 Discord 用户 Gurgle 的发言,折叠内容为原文,下一条是该原文的译文。)
Gurgle
唉,我得说,虽然我真的很喜欢 Hytale 的风格,但有点遗憾的是,他们的贴图用的是这种更偏绘画感的风格,而不是像经典像素画那样更容易上手的东西。这一直是让我不太愿意去做模组模型的原因之一,因为要把这种效果做好,入门门槛相当高。当然,逼自己走出舒适区、去学一种新风格或新技能本身没什么问题,所以这部分也怪我不够开放、没去尝试;但对于一款在其他各方面都有着超低门槛模组环境的游戏来说,这对我来说仍然有点扫兴。
@slikey
这种美术风格不仅仅是一种美术风格,同时也是一种技术方案和一项特性。我们之前发布的关于美术风格的博文已经说明了美术意图,但我们也有低端硬件方面的技术限制需要应对(比如贴图尺寸),尤其是在添加模组时。此外,限制会催生创造力,这甚至能让模组一眼就能被认出来是 Hytale 模组,并提升游戏与模组之间的整体一致性。
至于帖子里提到的入门门槛问题——我觉得大家会找到应对办法,或者等某个模组足够受欢迎后,和社区里能打磨素材的成员合作。作为一个技术出身的人,我能理解这种痛苦,但先做一个占位素材,再和美术一起把草图变成成品,反而会更有成就感。
社区已经证明了他们能匹配我们的风格,甚至一些偏技术向的模组也拥有完全融入我们风格的惊艳视觉效果。
原文:
你们对 Hytale 的美术风格怎么看?
(引用了 Discord 用户 Gurgle 的发言,折叠内容为原文,下一条是该原文的译文。)
Gurgle
唉,我得说,虽然我真的很喜欢 Hytale 的风格,但有点遗憾的是,他们的贴图用的是这种更偏绘画感的风格,而不是像经典像素画那样更容易上手的东西。这一直是让我不太愿意去做模组模型的原因之一,因为要把这种效果做好,入门门槛相当高。当然,逼自己走出舒适区、去学一种新风格或新技能本身没什么问题,所以这部分也怪我不够开放、没去尝试;但对于一款在其他各方面都有着超低门槛模组环境的游戏来说,这对我来说仍然有点扫兴。
@slikey
这种美术风格不仅仅是一种美术风格,同时也是一种技术方案和一项特性。我们之前发布的关于美术风格的博文已经说明了美术意图,但我们也有低端硬件方面的技术限制需要应对(比如贴图尺寸),尤其是在添加模组时。此外,限制会催生创造力,这甚至能让模组一眼就能被认出来是 Hytale 模组,并提升游戏与模组之间的整体一致性。
至于帖子里提到的入门门槛问题——我觉得大家会找到应对办法,或者等某个模组足够受欢迎后,和社区里能打磨素材的成员合作。作为一个技术出身的人,我能理解这种痛苦,但先做一个占位素材,再和美术一起把草图变成成品,反而会更有成就感。
社区已经证明了他们能匹配我们的风格,甚至一些偏技术向的模组也拥有完全融入我们风格的惊艳视觉效果。
原文:
@not_mynes
What are your guys' thoughts on the Hytale art style?
Gurgle
Man, I gotta say, while I really enjoy Hytale's style, it's kinda a bummer that their textures use this more painterly style and not something way more approachable like classic pixel art. It's really been a thing that has kept me away from making models for mods because the barrier of entry for getting this look right is quite high. Of course there is nothing wrong with having to put yourself out of your comfort zone and learning a new style or skill, so this is partially on me for not being more open-minded towards giving it a try, but for a game that has a super approachable modding environment in all other aspects, it's still a bit of a damper to me.
@slikey
The art style is not just an art style but also a technical solution and a feature. The blogpost we put out a while ago on the art style captures the art intent but we also have technical limitations for lower end hardware to work around (texture sizes) especially when adding mods. Additionally having constraints breeds creativity which even makes mods very recognisable as Hytale mods and improve cohesion between the game and mods.
Regarding the point in the post about the barrier of entry - I think people will find a way to deal with it or partner with community members who can polish up assets when a mod reaches enough popularity. As a technical person I can understand that pain but it's even more rewarding to make a placeholder and work with an artist to bring the sketch to life.
The community has already shown that they can match our style and even technical mods have stunning visuals that fit perfectly into our style.
What are your guys' thoughts on the Hytale art style?
Gurgle
Man, I gotta say, while I really enjoy Hytale's style, it's kinda a bummer that their textures use this more painterly style and not something way more approachable like classic pixel art. It's really been a thing that has kept me away from making models for mods because the barrier of entry for getting this look right is quite high. Of course there is nothing wrong with having to put yourself out of your comfort zone and learning a new style or skill, so this is partially on me for not being more open-minded towards giving it a try, but for a game that has a super approachable modding environment in all other aspects, it's still a bit of a damper to me.
@slikey
The art style is not just an art style but also a technical solution and a feature. The blogpost we put out a while ago on the art style captures the art intent but we also have technical limitations for lower end hardware to work around (texture sizes) especially when adding mods. Additionally having constraints breeds creativity which even makes mods very recognisable as Hytale mods and improve cohesion between the game and mods.
Regarding the point in the post about the barrier of entry - I think people will find a way to deal with it or partner with community members who can polish up assets when a mod reaches enough popularity. As a technical person I can understand that pain but it's even more rewarding to make a placeholder and work with an artist to bring the sketch to life.
The community has already shown that they can match our style and even technical mods have stunning visuals that fit perfectly into our style.
