just wanted to say what i thought about the art of D3. i liked the colors when i u get outside. it is very stylish and great.
+I'd like to see wind. outside, there's rain. hail. fog. but wind? Yeah it seems quite difficult to render such a thing, but if there was wind, the game will be AWESOME.
oh and i just wanted to say, the art in adventure games really is sometthing i think is very important. yeah there's mechanics, but what makes it a captivating adventure game would be the art... so all u lame-o's who think art is not as important. we have different opinions. o.o
+anywayz. i'd also like to see better lighting. a sense of whether the sky is sunny/cloudy/etc. the water reflecting the sky.
I really want to disagree with what the designers think about highlighting monsters so you can tell them apart. Yeah it's a strategic game, but its also an adventure game. Making the skeletons look more rusty or zombies more dead would seemingly make them blend into the backgrond right? So what. It would only add to the difficulty. It would only add to the suprise. Really now, in diablo II when u mouse over monsters, u can see them because they're highlighted. Yeahhh thats what that was for.
+so they should emphasize less on telling objects apart from other objects. They can use the surprise function by not making the monsters so obvious.
Okay. Lastly. I understand outside there's a lot of light. And Sunshine. but inside? Where are the lights coming from?
Under tristram's cathedral, there are invisible light sources. Again, they stress too much on strategy by making monsters visible 20 feet away! through unkown lights. in the gameplay, i dont think the path the player was taking was the upper level. it really looks like underground or such.
+ Either add in the light radius or create more candles because unkown lights lighting every corner of the room is not scary. people fear the unkown, and using color theory with the green and blue is obsolete without better lighting.
i like the colors yeah, but maybe in the dark places, too much can be ineffective in terms of fear.
i also played around the art thats in the cathedral.
not proposing anything. just tinkering. what i did was created darker shadows and lighten the highlights for number 2. i thought D2 and D1 were really bold. so thats that. darkening the shadows makes thing more bold. number3 i loosen up the blue.. i prefer 3.
these are just subtle changes. its nothing to note on tho
Nice work, images like this make me hopeful that the game will improve in leaps and bounds as they finalize it, fairly minimal changes that make a HUGE difference to the atmosphere. I agree with what you said too, the outside is much much better than the inside.
Nice work with 3. I'd like to see that rendered by the engine and watch how it plays.
Rollback Post to RevisionRollBack
Walk tall, kick ass, learn to speak Arabic, love music and never forget you come from a long line of truth seekers, lovers and warriors.
-Hunter S. Thompson
I do like 3 better. Unlike most of the photoshop pics it looks darker but not TOO dark.
It might actually work in game. Unfortunately I don't think Blizzard is even considering changing anything like that at this point.
Yeah. Although they might implement sliders so people have some control over darkness and saturation, etc. Gears of War had 4 presets: Default, Lucid, Vibrant, and Soft. It was a nice touch, very subtle.
What I think we might see is some altering of models. Armor, weapons, doodads, maybe even characters.
Rollback Post to RevisionRollBack
Walk tall, kick ass, learn to speak Arabic, love music and never forget you come from a long line of truth seekers, lovers and warriors.
-Hunter S. Thompson
just wanted to say what i thought about the art of D3. i liked the colors when i u get outside. it is very stylish and great.
+I'd like to see wind. outside, there's rain. hail. fog. but wind? Yeah it seems quite difficult to render such a thing, but if there was wind, the game will be AWESOME.
The gameplay video marks the presence of wind outside and even inside the Forgotten Tower (dungeon). Unfortunately, in Blizzard's dictionary wind means scripted and repeated movement of objects in the same direction, speed irrespective of environmental factors such as monsters/ characters running past it or higher wind speeds.
Watch the gameplay video carefully and you'll see that the purple (eek) curtains always move in the same fashion and speed. Ditto for the grass where the monster lays a trap for the Witch doctor.
[/quote]
The third 'photocrafted' pic is awesome, just what i would expect from a 3d diablo game
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
+I'd like to see wind. outside, there's rain. hail. fog. but wind? Yeah it seems quite difficult to render such a thing, but if there was wind, the game will be AWESOME.
oh and i just wanted to say, the art in adventure games really is sometthing i think is very important. yeah there's mechanics, but what makes it a captivating adventure game would be the art... so all u lame-o's who think art is not as important. we have different opinions. o.o
+anywayz. i'd also like to see better lighting. a sense of whether the sky is sunny/cloudy/etc. the water reflecting the sky.
I really want to disagree with what the designers think about highlighting monsters so you can tell them apart. Yeah it's a strategic game, but its also an adventure game. Making the skeletons look more rusty or zombies more dead would seemingly make them blend into the backgrond right? So what. It would only add to the difficulty. It would only add to the suprise. Really now, in diablo II when u mouse over monsters, u can see them because they're highlighted. Yeahhh thats what that was for.
+so they should emphasize less on telling objects apart from other objects. They can use the surprise function by not making the monsters so obvious.
Okay. Lastly. I understand outside there's a lot of light. And Sunshine. but inside? Where are the lights coming from?
Under tristram's cathedral, there are invisible light sources. Again, they stress too much on strategy by making monsters visible 20 feet away! through unkown lights. in the gameplay, i dont think the path the player was taking was the upper level. it really looks like underground or such.
+ Either add in the light radius or create more candles because unkown lights lighting every corner of the room is not scary. people fear the unkown, and using color theory with the green and blue is obsolete without better lighting.
i like the colors yeah, but maybe in the dark places, too much can be ineffective in terms of fear.
i also played around the art thats in the cathedral.
not proposing anything. just tinkering. what i did was created darker shadows and lighten the highlights for number 2. i thought D2 and D1 were really bold. so thats that. darkening the shadows makes thing more bold. number3 i loosen up the blue.. i prefer 3.
these are just subtle changes. its nothing to note on tho
I do know that I don't like 2 that much though because it seems too bright in some areas. Like behind the barbarians head.
-Hunter S. Thompson
TED . LEAP . Woot . MF
It might actually work in game. Unfortunately I don't think Blizzard is even considering changing anything like that at this point.
Yeah. Although they might implement sliders so people have some control over darkness and saturation, etc. Gears of War had 4 presets: Default, Lucid, Vibrant, and Soft. It was a nice touch, very subtle.
What I think we might see is some altering of models. Armor, weapons, doodads, maybe even characters.
-Hunter S. Thompson
TED . LEAP . Woot . MF
The gameplay video marks the presence of wind outside and even inside the Forgotten Tower (dungeon). Unfortunately, in Blizzard's dictionary wind means scripted and repeated movement of objects in the same direction, speed irrespective of environmental factors such as monsters/ characters running past it or higher wind speeds.
Watch the gameplay video carefully and you'll see that the purple (eek) curtains always move in the same fashion and speed. Ditto for the grass where the monster lays a trap for the Witch doctor.
[/quote]
The third 'photocrafted' pic is awesome, just what i would expect from a 3d diablo game