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Dragon age art style.


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6 réponses à ce sujet

#1
Laxon

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Now this is not just about pretty pictures.
I want to get a discussion going on what the art style of dragon age is, as modders I believe it is our duty to understand it and build on it rather then push for new styles that do not fit the land. Any developers passing buy are highly encouraged to add their corrections/information!

Post your opinions on:
  • Colour [what is the hue 'pallet' of dragon age.]
  • Saturation [vivid colours or dim colours]
  • Designs and architecture [Gothic, barbaric, pattern oriented, etc.]
  • Clothing [ties in with designs but can be elaborated on]
  • Materials. [what are the dominant building materials that you noticed how does sorcery fit into the buildings if at all]
  • Magic [Colour, elements, nature, casting and so on are important to grasp.]
And any other categories are welcome.

1,2,3, discuss! :wizard:

#2
CID-78

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diversity is good. so CC creators can create the whole wide range of content from spaceships to g-strings. I see no reason for restrictions. there will be module that don't use the DA setting and they might want that content. I would want even more diverisity then NWN1 got for DA:O. now when we aren't limited by the D&D rule system.

#3
Taltherion

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I can only comment on the type of armor: The light armor reminds me very much of ancient Rome and Greece.



Medium armor looks like high middle ages, same with heavy and massive armor.



massive armor:

http://images.google...q=f&oq=&start=0



examples:



http://img27.picoodl...31m_7cdf9df.jpg



http://westernreserv...knightfront.jpg







medium armor examples:



http://www.armstreet...gblacwool03.jpg



http://www.schmitthe.../Orc_armour.jpg





light to medium: http://www.armstreet...blredbezr01.jpg



Generally medieval armor:



http://images.google...tart=20&ndsp=20



nice site: http://mytechnologyw...s-of-armor.html





I find the difference between medium and heavy and heavy and massive to be quite difficult so see sometimes ...



As it's a dark world, I think dim colors are viable.

#4
DobiKuba

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I think it doesnt have too much contrast... theres (red) blood everywhere XD

#5
OwenM

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I'm certainly hoping for variation within the dark themes.



Grit and darkness only gets you so far - it's more of a texture thing to my mind, an atmosphere, than a specific art style. Bright colours can be used in such an environment, depending on the lighting applied. If it's shiny gold, then it stands out. If it's a dull yellow, then it fits. Add a bit of wear and tear to whatever it is, and you've got something that still fits the "down-and-out" ideal, despite being colourful.



Items need variation in appearance, mainly because I'm a strong proponent of items not making that much difference overall. Plate armour is plate armour. Whether it is well constructed or not makes a bit of a difference, but the actual material is almost always metal...so it needs to look different through design and colour, rather than actually being that much different in statistics between versions. The same idea applies to weapons, at least in my design philosophy. Weapons still need to have varied stats, but it's more about skill, and the design of the weapon. Is it balanced (weight-wise)? Is it sharp? How heavy is it over all? Etc, etc.



Anyway, more to say, but will leave it at that for now.

#6
Argoyne

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I'm hoping for massive variety in content produced, just cause the game is 18+ rated doesn't mean that there can't be modules that are about the snuggly huggy bear and the fun time picnic. A parent properly supervising their bairns could consider that a good thing. I'd envision reduced complexity of textures and removing all combat related scripting etc wouldn't want anyone getting something more ouchy than a skelf. Could even drop in a friendly Hurlok for a moral tale of not judging people by appearances.



While I'd expect that most of the art will end up fitting Thedas well enough deviations aren't a bad thing, particularly if they are part of a larger setting/project. Hopefully retouching textures will be easy enough that anything that needs rejigged to fit it will be within the realms of any modders ability.



Having a quick resource for reference that a creator can use is great and will sit fine on the wiki but it must not be prescriptive we want as much content as possible if it doesn't fit perfectly we can tweak it for our purpose.

#7
Taltherion

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True. I made a module with the NWN toolset for my children. Would be nice to be able to do that with the DAO toolset, too.