Chapter 619 Artists and Art
“Harmony, unity.”
Although Jester simply said two words like this, many arts' faces changed and their expressions became serious.
Jester didn't care.
This time he was completely improvised and had no preparations before. Moreover, he was not going to say too much. He just said one thing that many artists often had problems when they were just constructing 3D scenes.
To be precise, it is the problem that arises in art, not art.
Many people may not understand this very much. Why should artwork and art be discussed separately? Because it is very simple, artwork and artwork are different. Take 3D game pictures as an example. Artwork is responsible for character design and modeling. Anything that pieced together these things into a complete picture is the artwork. Whether a picture expresses its outstanding performance is of course related to the level of artwork, but the most relevant thing is the level of art.
So, both now and later generations.
There is always such a view that it is extremely popular, as if with outstanding artists, you can create beautiful and expressive pictures, or in other words, which makes people feel very real, harmonious and unified.
In fact, this is nonsense, because art and art are completely different talents.
Excellent artists are not difficult to obtain, especially in the future. As long as you work hard, such talents will always be obtained. For example, in the future, there is actually no shortage of such talents. Even many domestic game companies often undertake modeling figures of 3A masterpieces. As far as Jester knows, in the future, Sony's largest studio Naughty Dog, many of the models in the doomsday of the US imperialist dooms are completed by outsourcing companies.
Among them, there are domestic companies.
However, it is much more difficult to create these modeling or maps into a picture that makes people feel like this than modeling itself. To be honest, if a top artist can become a hard worker, then outstanding art talents need an eye for aesthetics. This is also a kind of top game development talent that game companies all over the world lack in the future.
This is the reason why domestic companies can make top-level modeling, but cannot make top-level pictures.
"When we started designing 3D pictures, we found that artists or artists who have just started 3D modeling often make a mistake, that is, they seem to only be new, not old, how to say it? That is, a picture looks too bright, too bright, too ‘new’. In reality, there will be no such ‘new’ pictures. Can you understand what I said?”
Although what Jester said was not particularly clear, all the people here are artists or top artists in the game industry, which can be said to be understandable at all.
So, their eyes at Jester also changed.
Not as much as I did before.
In fact, the current world electronic game industry faces the same problems in the expressiveness of the picture as in the era he was in. Domestic game companies encountered the same problems in the picture processing, that is, they will only make new things, not old things.
This disadvantage is a common problem for Korean game artists, because most of the game artists in the domestic game industry have learned Korean games experience, so such problems are equally common.
So, in later generations, when you play games from major domestic companies or Korean game companies, you will encounter this situation.
It is to look at the characters, equipment, buildings, etc. alone, but after putting them together, it feels very fake, hollow, without realism or texture. For example, it is like a two-dimensional thing traveling to the third dimension, and it is not coordinated no matter how you look at it. On the contrary, European and American games may not be beautiful in individually, but when you look at the characters, the equipment may not be beautiful, but when you look at them together, you feel that the coordinated reality is a real world.
Even in 1925, the problem of domestic games, such as the benchmark of Tianya Mingyue Knife, is equally serious.
In fact, in terms of modeling technology, although Tiandao cannot be called the top in the world, it is definitely within the first-class. However, in terms of the level of art, the gap between Tiandao and the world's first-class is much farther.
It seems that domestic arts believe that this glitz-style style that is passed down from Korea represents good pictures, and it seems that this beautiful and spotless picture represents the development direction of the game picture. This is simply nonsense, not just the Tiandao on the online game. In fact, Jiufeng RPG, which has just been released for the promotional video, is said to be the best picture in China created with Unreal 4, still has this problem.
Not real.
To put it bluntly, there is almost no desirable thing in terms of details.
And how do world-class art express pictures?
It's very simple, just watch "The Witcher 3".
The streets are full of beggars, addicts, drunkenness, spitting, hiccups, and farting. Most of the characters are not good-looking, with a nose and eyes big, creating a simple, primitive and life-like world. Even if you don’t talk about the world’s top RPG works like Wizard 3, even if you only talk about one generation, even a bad picture of one generation can create a suitable atmosphere and increase the sense of introductory.
And domestic games cannot do this.
Let’s use the Sky Knife to give an example. Tencent spent a lot of effort on artwork, but the art style is really not satisfactory. Any city patrol soldier with a male NPC skin is better than the coconut milk method. Any random bodyguard NPC facial features are more beautiful than Xili. All the main characters are gorgeous and beautiful, and even die. They are beautiful and handsome in their hair. In ancient times, people from remote villages all come out with bright clothes and bright clothes, and all the carriages and horses are also a problem...
The sense of incongruity is so strong that it breaks through the sky, which makes players fart?
For example, it is the promotional demonstration of the Unreal 4 game released by Jiufeng. It is said that Jiufeng RPG with real-time screens is also the same problem.
This calculation from scene to action is too similar to the scene where Zhang Ziyi danced in "The Ten-Side Ambush", which is filled with the glitz-like atmosphere of domestic game scenes, resulting in the bright colors of the picture and the oil painting feels too strong. It seems that it should have been captured by real-life motion, but the facial expressions are still not real enough. It may be facial modeling rather than expression capture. What the entire PV wants to convey, in addition to the brilliant and exaggerated scenes, is more about the background character setting, the scar on the heroine's back and the black hand that the PV finally came with dark clouds, and there is no actual game picture that players care more about.
Of course, as a new IP, it was developed by the team of Gu Jian and Fantasy Three Kingdoms. This inspirational game is still worth looking forward to when it is a stand-alone domestic 3A game.
One thing worth mentioning is that although Gu Jian 2 and Immortal Sword 6 have the same problem, that is, the long plot animation, which is smelly and long, there is a fundamental difference between the two, that is, Gu Jian 2 wants to do it well but not, at least his attitude is worthy of recognition. However, Immortal Sword 6 has not planned to do it well from the beginning.
Therefore, many people say that the days when the Immortal Sword 6 were released were days when the historical status of Ancient Sword 2 improved. Jester agreed with this, but this does not mean that Ancient Sword 2 is a good game.
Another point is that Xianjian 6 has been on sale for eight days, and the sales volume has not exceeded 300,000 sets, including 110,000 sets pre-sale. This means that Xianjian 6 does not have a refund function. Otherwise, hehe, this can also explain to a certain extent why Xianjian 6 dares to be on the steam platform. It is very simple, that is, there are two-hour unconditional refunds and players' evaluation functions on the steam platform.
How could I have such courage to use the Fairy Sword 6, which was released before the trial version and the real-time screen, have the courage to go to the steam platform?
It's a bit far from it. Let's get back to the point, or talk about art and art.
To put it nicely, this is called "domestic aesthetics are different from those from foreign countries". To put it nicely, domestic art doesn't even know what good pictures are, and they don't know at all. Either they piece together a bunch of exquisite things or have good pictures.
It is not world-class modeling that is equal to world-class pictures.
So many people are saying, look at the modeling of xxx games and how light and shadow. In fact, the picture is a whole, not just from a single modeling. Excellent art can even be used to model well without outstanding modeling to show the expression of the picture that is not outstanding. There are countless examples of this, and the most famous one is "World of Warcraft".
Jester has said a lot about picture expression, and the focus is that good pictures cannot be achieved through good modeling.
In the end, all the art and art workers at the audience showed a convincing expression.
Although Jester is not a artist, his argument that his expression of picture is much more important than simple maps and modeling, and its impact on the picture is still very inspiring to the artists here.
Chapter completed!