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by logicrook 3752 days ago
>yeah you are right in terms of concept art; I figured that unfortunately more often than not the lines between concept, mood, detailing etc tend to be blurred depending on who looks at it; Also this is not going to replace individual character design or other specific assets, but might remove scalability issues w/ project that require a huge number of different backgrounds, texture variations.

You can already do that in 3D if the overall concepts have been decided and some basic assets are there. Just switching the textures, lightning conditions, and some predefined building blocks do basically the same thing as this algorithm, except it's already part of the pipeline, and it gives you much more since it's 3D.

The other thing is that these algorithms look indecently good when you see a thumbnail, but very bad if you're looking at it too closely. These cool 'concept art' pieces that look good are 90% of what people see, but they do not represent 10% of the concept art work; most of it are boring details of joints, how the blade is strapped to the costume, how windows open, unsexy stuff as can be (that you can't do with such algorithms).

1 comments

beginner artist/programmer combo here, I am sure this type of tools can be very powerfull for prototyping the moods of 2d games, if not parts of 3d games, as for its limitations this method do get the general scene mood rather well. Anyway far better than that shitty programmer art placeholders. The process could let game devs be many times faster and better at finding the right mood in a game, just swapping out the images the program learns from to find a new mood theme for the game got an level of intuitive logic to it, that I am sure can make it very accessible to non technicals. A well made tool of this type would be very good in the early prototyping pipe line for 2d games and more. Would not make even really bad artists jobless, but in the case of specific jobs it would be a powerful tool.