Chapter 880 We Are the Mainstream Art Style
This style of painting is a bit showy, and it flashes the waists of many people.
Everyone's first reaction was a bit puzzling, is Chen Mo going to let go of himself again?
It has to be said that Chen Mo always makes some completely unexpected designs, even completely contrary to the expectations of the players.
Although it is good to get some surprises often, sometimes it is not good for players to doubt their IQ because of these surprises...
"Wait, I don't understand a bit, how come this new game, Chen Mo, is so cartoonish?"
"Oh, this is not cartoonish, this is... um... oil painting style! Watercolor style!"
"In short, it seems to be a bit contrary to the current mainstream style...reminds me of the feeling of some comics."
"Yeah, in fact, the scenery looks good, mainly because of this character, who doesn't seem to be particularly used to it."
"But the style of the characters and the scenery are very consistent, no problem."
"Well, it's Chen Mo after all, he can play whatever he wants..."
After discussing for a long time, the unanimous opinion of everyone is that it is very good, and there is no problem with one more style of game.
But...what exactly is this game?
What is the game that uses this style of painting?
Although most players have unconditional trust in Chen Mo, but seeing this style of painting, many people say "very good", but in fact their interest in this game has gradually declined.
After all, most people like to look at looks, and for today's vr games, high looks means realistic, realistic, exaggerated, and cool special effects, just like "Uncharted", just watching When it comes to the tiny pores on the characters' faces, many players can't help but want to buy and buy.
I have to say, as far as the first original painting released by "The Legend of Zelda" is concerned, it is indeed not very attractive...
...
There were also some players who expressed reasonable concerns about this style of painting, but... they didn't get any response from Chen Mo.
It is normal to not respond. In fact, Chen Mo's Weibo receives thousands of private messages every day. It is unknown whether he will read the private messages on Weibo, let alone reply to them.
For Chen Mo, Weibo is equivalent to a platform for releasing news about new games, which is similar to the way a leader in a previous life "ruled the country on Twitter".
In the headquarters, Qian Kun also asked the questions that many people were asking.
"Manager, what's so good about this art style?"
Qian Kun is very clear, does this art style save time? I don't think about it... Because most of the resources in the material library are in a realistic style, basically the ones from "Uncharted" and "Assassin's Creed". The art style of "The Legend of Zelda" means that The art of the project team requires a lot of extra work.
Especially considering that "The Legend of Zelda" is an open world with a relatively large amount of resources, this approach is even more energy-intensive.
However, before doing it, Chen Mo had specially emphasized two key words: animation style and outer light school.
The so-called animation style is the style of bright side and dark side. To put it simply, under the lighting in reality, the bright side and the dark side are gradually transitioned; in many Japanese animations, the light side and the dark side are often only summarized, and the gradient part in the middle is omitted directly.
To give a simple example, in some anime, for example, the green pants of a certain character have shadows under the influence of lighting, so in reality and realistic art styles, it should be gradient; in animation, the entire bright surface Both are light green, and the entire dark side is dark green. There is a very clear demarcation between the two, and there are only these two colors, no gradient.
The external light school refers to the fact that when drawing a landscape map outdoors, since the outside light changes rapidly, the painter needs to quickly grasp the characteristics of the scenery, use color blocks and brushstrokes to make a high-level summary, and complete the work before the color changes.
Specifically in "Breath of the Wild", it is the large color blocks, hand-painted feeling, and exaggerated atmospheric perspective, giving people a feeling of watercolor painting.
In order to match this picture effect,
The special effects in "The Legend of Zelda" are not particle effects, but frame-by-frame animation. This special effect is clearer, more striking, and more recognizable.
But as for the art style itself, Qian Kun really couldn't think of why he wanted to do this style.
Chen Mo asked: "Then tell me, the advantages and disadvantages of this approach?"
Qian Kun thought for a while: "The advantage may be that the amount of rendering is small, which reduces the burden on the hardware? As for the disadvantage... it runs counter to the current mainstream art style."
Chen Mo smiled. Qian Kun has always been seldom responsible for the design of art, mainly the system and numerical aspects. Therefore, it is normal that he does not understand this style like many players.
Chen Mo explained: "The first is to greatly reduce the hardware burden, so that The Legend of Zelda can be played with high frame rates and high-quality graphics on sithpro; secondly, this style is almost never out of date. Physical rendering is updated every year. , the realistic style is getting stronger every year, if you use the realistic style to do it, the picture of this game will look outdated after a year or two."
"And its most important significance is that it can highlight a kind of romanticism. "The Legend of Zelda" is not a blockbuster or history, it is a fairy tale, so this style is the most suitable for "The Legend of Zelda" style of."
"As for going against the mainstream art style... What is the mainstream art style? What we do is the mainstream art style."
Qian Kun was speechless, and after holding it for a long time, he said, "...it's awesome."
...
In fact, in Chen Mo's previous life, the art style of "The Legend of Zelda" also caused some players' doubts.
The core point that many people use to hack "The Legend of Zelda" is that, after saying so much, isn't your art style forced to do so because of the lack of performance? This is obviously a trick!
In fact, this argument will only be ridiculed by many professionals.
Even on the powerful ps4, there are a lot of games that don't use a realistic style, such as Journey of the Wind.
Not doing a realistic style is not because it can't be done, but the designer has combined the characteristics of the game to create the most suitable art style for his game.
In fact, in terms of the difficulty of controlling the art style, the cartoon style is more difficult. After all, the realistic style can be done as it is, while the cartoon style needs to add a lot of artistic design.
Of course, it's not to say that the two styles are superior or inferior, but for the game "The Legend of Zelda", which is a bit like a fairy tale, this animation style is the most suitable art style.
Even for many players, the art style of "The Legend of Zelda" is also a key plus point, and it is also the most notable feature that distinguishes it from other games.
Maybe many players in the parallel world still can't understand what's so good about this art style, but that's okay.
When the game comes out, they will understand. .
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