7b5efb No.16930587
And why are art directors so goddamned lazy?
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030a0e No.16930589
>>16930587
This is the fucking 3D version of calarts, and just like that, it'll never fucking stop, it'll keep going.
I want die
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bdb968 No.16930591
Funny how everything has kinda come back around to the 2005-2006 everything's made of plastic look. well maybe it's not that bad
But still it all definitely throws off a pixar circa 2004 look.
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434182 No.16930592
This shit is fucking Pixar's fault.
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030a0e No.16930594
>>16930591
As fucking strange as it is, I almost miss the time when the next-gen era started, when companies and studios tried really hard to strive for "realism™" in terms of graphics.
Now because "FUN™" is our priority and by fun I mean Battle Royal ability shooter garbage we have devolved into the same shit over and over again.
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a67c59 No.16930596
Imagine what 3D graphics would be like today if they focused on stylization over realism.
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696bb7 No.16930597
>Blizzard makes Heroes of the Storm, which despite being maybe the least bad MOBA out there fails just because they were years late to the party and people didn't want to leave Dota 2 or LoL for it
>Blizzard realizes that the market for more cartoony, team-based shooters is pretty open, only TF2 is really occupying it
>Blizzard apes all of TF2, slaps MOBA mechanics onto it, and charges $30
>one of the things they ape from TF2 is the aesthetic, but the industrial, dirty aspects of said aesthetic are replaced with fruity bright colors to lure in the transsexuals and women that watch esports
>resounding success, everyone is trying to copy them
>fortnite also copies them but even more of the design sense is lost since they are no longer aping tf2 but an ape of tf2
>fortnite is also a resounding success
>everyone starts aping fortnite and now shit has no semblance of style whatsoever
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01b1ef No.16930599
>>16930587
It's more pleasant to the eyes than the drab browns of the 2000s at least. Some even made pretty iconic designs using it that rival other classic styles, like Nintendo's (i.e. Blizzard). But it's overstayed it's welcome, and it's not like realistic 3D needs to be drab either.
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350a65 No.16930635
>>16930589
>all these shows have ended for sometime now
>people couldnt give new examples without posting extra amounts of cherrypick
incorrect. Overbotch may not have started the overly toon stylized with the purpose of mimicking disney movies but they sure as fuck made it a trend. atleast heroshitters genre died first.
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cf9003 No.16930642
They're all just aping TF2's style but getting progressively less endearing, coherent, and interesting. Imagine you're a kid and every new toy you get is a bargain version of the last toy you had but you're still expected to be excited about it every time. TF2's art isn't 100% original either but it was uniquely good.
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cf9003 No.16930645
>>16930597
Fucking shit I didnt read the entire thread yet and I used the same language, how embarassing
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922afb No.16930647
Most 3D art teachers in college grad courses only teach people to make models (specifically human faces) in that way, most businesses affiliated with artist unions WILL NOT/CAN NOT hire you unless you've been to one of these colleges.
You do the math.
That being said the unfortunate impact of the misuse of Leyendecker's aesthetic for presenting the human figure will likely fuck 3D aesthetic for years to come as TF2 is basically the Gold Standard for designing an aesthetically pleasing psuedo realistic 3D character.
For the record, I've participated in some of these classes and they don't actually tell you anything important about the actual methods of construction, nor personal interpretation which is why everyone is same base bullshit
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ffd968 No.16930651
>>16930642
>TF2's art isn't 100% original either but it was uniquely good
Because it has more directon. Each character is designed with a distinctive silhouette and build so they can be distinguished, and with direction based off of 20th century advertising and propaganda. Usually in any game using this Overwatch Style the only distinctive characters are those that aren't human.
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922afb No.16930652
>>16930635
Part of that issue was that the animation industry was about as incestuous as an Alabama family reuinion at the time, not exclusively the cal-arts issue, but that didn't help.
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f9cdf3 No.16930658
Two important reasons these 'styles' are used in vidya, anon:
>they're easy to do and you don't have to get bogged down in extreme realism, nor do you have to expend actual creative thought to make something really unique it's the soggy middle
>the ground has been well tread and it's easy to copy
It's basically an abdication of any creative direction with the focus entirely on making a product to be consumed. Don't think of it as vidya, think of it as a McDonald's hamburger - a soulless mass market product designed to separate people with no taste from their money.
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f5049e No.16930667
>>16930589
>calarts
its fucking bauhaus
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01b1ef No.16930679
>>16930651
That applies just as much to Blizzard, if not more so. And they were already masters at it with the Warcraft style, which was similar (although maybe the motivation was different. I sometimes think Blizz got their style due to simple economics and wanting to run on shitty computers and look decent at the same time). In Overwatch though, characters have even more armor/styles to distinguish them. TF2 still keeps it a bit more real and isn't varied.
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a319dd No.16930682
I don't mind, it at least means that porn artist can relatively simply make lewd animations.
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cf9003 No.16930684
>>16930679
It's still watered down, and that's not even owing to the larger character count. You steer further into realism and biting your own hand with more curves and thin bits, you start getting less recognizable silhouettes due to a lack of distinct governing basic shapes. The more complicated and detailed you make the design, the less you can pick it out of a crowd. They relied on distinct color schemes with only a team-colored border, at least by default, but then you get into wholly-compromised costumes that can be anything as long as it fits the same animations. TF2's items, as ham-handedly stupid as they became over time, still preserve the original figure enough to be unmistakable as their class & team from range. TF2 has a walking piece of toast, a cookie jar, the letter Z, etc, whereas overwatch and beyond water it down into a bunch of cursive letters in random colors and font sizes.
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0801a6 No.16930700
>>16930682
>he actually enjoys the porn equivalent of jewood flicks
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ca420f No.16930755
>>16930587
When it stops selling.
Also, bottom center isn't too bad for a cheap 3D porn game. Bottom left wouldn't be so bad either if they gave her a proper head of hair. How is that shit popular? We used to make fun of the downies who'd try to cut their own hair and come in to school looking like that. Now it's le marketable edgy.
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922afb No.16930762
>>16930679
>spacing the visor in the silhouette to make it more recognizable
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01b1ef No.16930767
>>16930762
I didn't do that. Just grabbed it off google. Even without it though, I think any gamer could recognize who that was, just as well as they could Mega Man. That's not true for every Overwatch character, but Tracer for sure.
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06c4fa No.16930801
I think the best art direction in the recent past has to be cuphead right? Because of their choice that game will be timeless.
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922afb No.16930808
>>16930801
Two wildly different fields of art design friend, though, in the far future the decision to not use vectored assets may harm them as screens improve in fidelity.
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cd380e No.16930882
>>16930808
you're not able to actually interpret much above 4k anyway; 8k resolution is actually more pixels than your eye has photoreceptors
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3ac58d No.16931033
>>16930679
TF2 kept it simple and clean with only 9 classes, and therefore 9 characters to design. Every class is instantly recognizable even under a mountain of hats and cosmetics. This type of art design is what works best in video games; function first, form second. Valve even succeeded with Dota 2 in this regard because that game also has mountains of cosmetics, but the heroes are still recognizable. Overwatch has, what, 3 sniper sluts by themselves? It's not as bad as the more derivative games, but that's a given. The only way you can make the characters more distinctive in Overwatch's style is to add some overdesigned power armor bullshit (Farah, D.Va) because otherwise half the characters would look the exact same (cute girls).
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922afb No.16931037
>>16930882
Still, Vector assets are fucking nice and painfully underused for 2D work.
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8ece72 No.16931044
>>16930587
>one sentence
>rhetorical question
>zero effort
Sage, report.
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922afb No.16931154
>>16931044
This image board, not literature club
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298dcc No.16931206
>>16930587
It's not optimal, but better than uncanny valley characters from things like The Last of Us, 'realistic' Mortal Kombat and Arkham Knight models, or Gears of War's gray on brown color scheme.
Ideally, they should push stylization even further, and make each game more distinct as a result.
>>16930679
Many overwatch character designs are simply to busy and too many of them look like they are from from different games. Everything is bright, so characters tend to get lost in the environment and particle effects. Red outline around the enemy is the only thing that lets you know that this is an enemy.
In TF2 each design stands out against others and against environment. At the same time, they all fit together, and color schemes can be easily changed to indicate the team.
>>16931033
Dull gameplay and cycle of nerfing and buffing certain characters would become too obvious with less than ten character classes.
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01b1ef No.16931232
>>16931206
>but better than uncanny valley characters from things like The Last of Us
Sometimes that works for me, but it almost seems like the better the engine, the worse things have become. Hell, even Mass Effect to this day (which used UE3, I think) doesn't look too bad at times. I mean, the face scanned characters like Male Shep and Jack. Not the awful CC faces. Some sports games from the past aren't so bad either, funnily.
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8ece72 No.16931286
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