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