Re: NBA 2K16 Screenshots & Ratings - Day One: Isaiah Thomas, Andre Drummond & More
Heh. There's no job in the industry that's just complaining about others' work. They can get that for free on the internet. Heck they're getting your services right now.
And as someone who works with artists and is fortunate to be able to offer artistic critique, there's only so much you can do if you can't provide assistance on some of the technical work yourself, or instruct them as precisely as possible on how to achieve it technically. Saying "the chest is too big" is way less helpful than knowing how the rig and skinning setup works, how these bones are scaled uniquely across players, whether an adjustment to the base setup would work and whether that will throw off measurements for players that are already correct, or whether a pass has to be made for all 400+ players, and whether the time budget allows for that given all the other things that need fixes (though I think it's well worth it).
Saying "this is what an elbow looks like" is way less helpful than knowing arm anatomy and elbow bone structure, why the skinning is deforming the way it is, whether the mesh topology can be adjusted without major impact to the art pipeline, whether it looks as if the bone is just not being expressed when the mesh deforms or whether the problem is in the muscle morph targets. The reality is probably even more complicated than this.
Someone who just points out flaws for free isn't an employee. They're customers.
Critique that isn't precise, instructive, and technically well-versed isn't constructive. It's just normal feedback, and sometimes noise.
However, there is a fair amount of detail that's missed for a game whose' focus is authenticity, like the sizing of fonts and design elements on uniforms, or the appearance of colors. The art direction needs to be more stringent on that.
Heh. There's no job in the industry that's just complaining about others' work. They can get that for free on the internet. Heck they're getting your services right now.
And as someone who works with artists and is fortunate to be able to offer artistic critique, there's only so much you can do if you can't provide assistance on some of the technical work yourself, or instruct them as precisely as possible on how to achieve it technically. Saying "the chest is too big" is way less helpful than knowing how the rig and skinning setup works, how these bones are scaled uniquely across players, whether an adjustment to the base setup would work and whether that will throw off measurements for players that are already correct, or whether a pass has to be made for all 400+ players, and whether the time budget allows for that given all the other things that need fixes (though I think it's well worth it).
Saying "this is what an elbow looks like" is way less helpful than knowing arm anatomy and elbow bone structure, why the skinning is deforming the way it is, whether the mesh topology can be adjusted without major impact to the art pipeline, whether it looks as if the bone is just not being expressed when the mesh deforms or whether the problem is in the muscle morph targets. The reality is probably even more complicated than this.
Someone who just points out flaws for free isn't an employee. They're customers.

However, there is a fair amount of detail that's missed for a game whose' focus is authenticity, like the sizing of fonts and design elements on uniforms, or the appearance of colors. The art direction needs to be more stringent on that.
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