Wow! You guys don’t mess around.
FengZ:
Thanks for checking out the thread. I should be back at the studio next week. I’ll definately swing by.
I do find myself restricting the design based on what I know the limitations are. It can be both a good and bad thing. I do believe that the approach you take is a sound way of doing things. If you focus on the restrictions you can lose some good stuff that comes from the exploration process. The design phase really shouldn’t have any restrictions. It should be the task of the modeler to figure out what can or can’t be done while staying true to the design. When working with so many creative people someones bound to come up with a solution. On the other side I do use it to my advantage by being able to adjsut an idea to work rather than eliminate it.
Miezis:
I’m open do doing any game that has a good execution plan behind it.
Linear button mashers. I like playing games I don’t have to think too hard about but designed well enough to keep you engaged.
MFTituS:
I am involved in every step of the pipeline at some point including rigging. I mostly, concept, model and texture though.
Depends on the studio.
Quite often.
There is definately a symbiotic relationship between concept and modeling. Unless the art direction doesn’t alow deviation, it is always exciting to see how a modeler interperets the design while staying true to the idea. sometimes the modeler can bring out an element the designer may not have noticed. 2d doesn’t always translate 1 to 1 with 3d.
Absolutely. Poly counts, texture resolution, binding, etc. can all be effected.
Not sure I understand the question. Sorry.
liquidminduk:
Thanks!
Max and Maya are both used for different areas of production. I work in Maya 99% of the time. Software should always be second to skill. All of these programs could be replaced next year. Many artists switch with little trouble.
I believe it’s common for that to happen. Best of luck to you.
DrFx:
I draw inspiration from way to many sources. Listing them would take days!
Like I replied to liquidminduk, software should always be second to skill. All of these programs could be replaced next year. Some artist are die hard about the program they use and that’s fine too. If you acan build a solid foundation in one program switching should be relitively painless. I’m going to steal the quote from AZTglory’s post:
The tool doesnt make a good artist.
If you gave me Leonardos pencil, I still wouldnt be able to paint Mona Lisa.
AZTglory:
Working on Medal of Honor has been a lot of fun. I’ve had the privilage to see private collections of WWII goods, shoot some wicked weapons, and blow stuff up!
All ups man, all ups. Every studio has it’s issues and EA has had a lot of press lately about them. Focusing on the negative kills creativity.
Everyone is asking some great questions. I’m not going to be able to get to all of them but I will try my best. My apologies to those I may not get to. Since a lot of the questions have similar answers I will try to adress some of the more common ones tommorow.
j/k…