
PopeUrban
El Expedicion
14
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Posted - 2013.07.08 18:21:00 -
[1] - Quote
Ishtanchuk Fazmarai wrote:Flamespar wrote:You know I was thinking. A lot of environmental assets are being build for dust (including interiors), and I wonder what the potential is to use these in EVE. 3D modeling is the easiest part of adding assets, what takes a lot of time is texturing/lighting/animation/SFX, and that work is platform-specific. So you can import a 3D geometry form DUST and that's only 20% of the job, you still must do 80% of the job to add it to EVE so all in all you aren't saving much time by reusing 3D assets from another game.
Uh. No.
I do this for a living. Everything but lighting is a pretty seamless and painless import/export on virtually all asset pipelines. In fact, that's exactly why you've seen this boom in middleware with engines like unity, epic's unreal engine going indie friendly, etc.
Textures are literally bitmaps. Shaders are written once for an engine and reused endlessly by filling those texture channels. Sound effects are the most copy/paste friendly assets in the whole of game development.
Animation is done on a handful of applications that have standardized file types which are then used by specialized importers on a per-platform basis. If you've animated a space dude running once, there is very little to keep you from using that same dataset on a mac, and a PC, and a console, and an iphone.
In fact, its EXTREMELY rare in this day and age that separate staff handles modelling and texturing at all. Most studios require a modeller to also be a competant texture artist, most of the time including generation and retop from high to low res models and getting all of the diffuse/spec/normal/whatever exotic stuff your angine uses finished before it ships to the animation and rigging guys, and in most cases large studios tend to only pick up people that can do all three for character assets, and at the very least modelling/texturing skillsets for environments.
I don't know where you're getting your information, but it is absolutely false. You actually can just use assets from DUST and skip 80% of the work if those assets are artistically appropriate in their new context In the case of Space hulks vesus planet battles, the judgement may very well be that they are not. |