150 lines
8.0 KiB
Plaintext
150 lines
8.0 KiB
Plaintext
Newsgroups: rec.games.programmer
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From: dis6218@ultb.isc.rit.edu (D.I. Seah )
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Subject: Re: :Got the programming part down, what about Graphics ?
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Organization: Rochester Institute of Technology
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Date: Tue, 11 Oct 1994 21:25:07 GMT
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In article <76.2787.25.0N966AF2@teaminfinity.com> game.guru@teaminfinity.com (Game Guru) writes:
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>We must be missing tools, or some basic knowledge re computer game art
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>or both. For example texture mapping and gourad shading and other
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>effects must lend themselves very well to creating realistic stills that
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>can then be incorporated into a game. Some mechanized way of producing
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>graphics if you will, because I cannot imagine someone doing much of the
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>game art we have examined one pixel at a time, a sort of "Cant see the
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>forest for all the trees" problem.
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Lord, do people still program entire programs in assembler? Yep, they
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do, for similar reasons that computer artists worry about single pixels.
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You can think of a paint program (such as DeluxePaint II) as being your
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compiler, and single-pixel work as your assembly language optimizations.
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Does the pixel look better on THIS side of the curve, or THAT side?
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The visual effect may be very small when taking that one pixel into account,
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but the same thing can be said about optimizing your loops. It's the
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agregate visual effect that will make a difference...it's clean and not
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marred with defects that detract from the image you are portraying.
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>Any direction or principles for making realistic game art would be very
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>much appreciated, especially shortcuts and condensed wisdom and tips.
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>We are mostly working in the 320x200x256 VGA world currently.
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When you do computer art on a screen, you have to be aware of both the
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overall look ("the forest", as you mentioned before) and the details of
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drawing/implementing it ("the trees.") You have to learn to switch between
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the two ways of thinking very easily.
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You might think of it in terms of the implementation of a particular
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algorithm. You know what's supposed to happen, theoretically. Now, the trick
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is to implement it. If you're one of those programmers who pride themselves
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on "good programming practices", you might find yourself constantly
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assessing your implemtnation from that perspective. "Am I following good
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Hungarian notation?" "Are my variables descriptively named?" "Do my classes
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live and breath the spirit of good object oriented design?" These are larger
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issues that go beyond the task of just cheesing out something that works. It
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can get in the way if you obsess about doing it "right" the first time. So
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many programmers implement the algorithm first, then worry about
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optimizations and style later. With more experience, a programmer can start
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doing it right on the first go.
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This is quite similar to doing the art on the computer... you may want to
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sketch the stuff you're doing first...is it "right" for your application?
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Does it look good to YOU? From an overall standpoint, not just from
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carefully selected standpoints. It's doesn't help to think, "Yeah...I did a
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great job on that glossy highlight on the hull of that space ship!" if the
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spaceship itself, and the overall picture looks terrible. It's the same as
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crying, "But I optimized my bitblit routines to be the fastest in the known
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world!" when your overall game sucks rocks in game play. You HAVE to consider
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the overall package, both in programming and in art.
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Philosophy aside, here are a few random thoughts:
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Make your lines CLEAN! Use horizontal and vertical lines when you can if
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you want something to look high tech and precise.
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Curved surfaces should be "smoothly curved", not "dented." (unless it's an
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effect that you intended). If you can tell whether the front end of a car
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has been in an accident and repaired, you will have shown sensitivity to
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curvature. There are an infinite number of curves you could put between two
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points...choose one that does what you want.
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COLOR has three aspects: HUE, SATURATION, and VALUE. Many beginning artists
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think of color as just being HUE (that is, what rainbow color it is).
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Consinder also SATURATION (how vivid it is) and VALUE (how bright).
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If your artwork looks flat and uninteresting despite "the number of colors
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you used", ask yourself if you used contrasting values (light and dark)
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and saturation. It makes a difference.
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LIGHT is very important. We don't perceive objects as things with lines
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around them as much as we perceive their form as it interplays with the
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surrounding light.
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PERSPECTIVE, when screwed up, looks really bad. If something looks wrong
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to you, it probably is wrong. This is where you might want to spend some
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money on a 3D package, though this won't teach you how to do good 3D
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design. At least the perspective will be correct. Then be aware of the
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different effects that perspective can have...wide angle, narrow angle
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have different effects...the wide angle shots are more dramatic in that
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they exagerate perspective. Then, be aware of various perspective cues...
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fading light, position in the picture plane, desaturating colors,
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loss of detail...
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The ELEMENTS of a screen design serve various purposes. Some of them are
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meant to be seen first and used. Others are meant as decoration. Treat
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the elements visually as they should, depending on their function.
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If you have a background that is just supposed to be, like, a background
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for the real action, don't make it bright red with blue squiggles on it.
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That would distract from whatever is going on that important. Tone it
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done, either by dropping its saturation or value.
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Creating images requires progressive refinement. React to your work
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in different ways. See which parts work for you, and which parts don't.
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For example, you might look upon your spacecraft and think, "Man, it's
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lame. But I like the engine highlights...it looks cool. It's just that
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the ship look so....clunky. It looks like a volkswagon that kissed the
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guardrail at 3mph. It's stubby......maybe if I lengthen the nose....hmmm."
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Think yourself through WHY you like something or not.
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>We have looked at VanDamme but thought it a little too discrete and
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>abstract to be useful to us in an operational/production sense.
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"Computer Graphics, Principle and Practice" is way overkill...that's a book
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that is more for the programmers and theorists. However, it does have
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a good user interface and design section that, while somewhat dry, does
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give you a starting point.
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Actually, one good one to look at in terms of screen design philosophy
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is Apple's Human Interface Guidelines. Some of it is Mac specific, but the
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introductory section is a distillation of other sources that is concise
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and well-written.
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For ideas about process, look for the magazines "Step-by-Step Graphics" and
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"Step-by-Step Electronic Graphics."
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The key idea, I think, is that you have the power to OBSERVE. Make good
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use of that. Make sketches. Take notes. THink up from small details to
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large impressions, reflect upon the grand scope of your art, then go back
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down to the details. The image will evolve in pieces and in steps...be
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patient as you work it out. Be open to detail, but don't be absorbed by
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them. Be open to shape and form, but don't forget detail and texture
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where it is appropriate or desired.
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Then, keep in mind that a 320x200 screen is going to be tough to work with.
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You can't draw detail on small ships because the pixels are just too damn
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big. However, you can learn to hint at detail (through shadows, perhaps), or
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just dispense with it altogether. You WILL agonize over the positions of
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individual pixels. You will also have to learn how to ignore the chunkiness
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and just see the "impression" of detail. Take a look at the characters in
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LucasArt's "Indiana Jones and the Fate of Atlantis" as an example. It's
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also interesting to compare those characters with the ones from Westwood
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Studio's graphic adventures. The images work not so much on microscopic
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detail, but on the impression that it's there. Also, the lighting is
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taken into account as textures of clothing and materials are drawn.
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The proportion and form of the characters in their surroundings is
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accurate.
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Hope this helps getting you started!
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--
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Dave Seah (dis6218@ultb.isc.rit.edu, PCCDaveS@aol.com)
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