Comments on: The Beauty of Restriction I believe what you are saying is that anything can be built around the grid system as long as the chunks are small enough? That way you are not dealing with abstracts in the actual layout, although it can look abstract? So you are not banging your head against the wall trying to figure out how to make a new system work, just adjusting the old system across a new style of mesh.--is this correct? It might be a good idea for concept artists to think in those terms as well, because a layout that is "random" but that could be broken into pieces easily might make back and forth from concept to design a little easier. I think having that solid idea of 3d game grid space while doing conceptual work is a good thing and not limiting, although i'm sure it would seem so to some. For me it is easier to conceptualize areas in this way because in your head you can see it being played, so to speak. :) I believe what you are saying is that anything can be built around the grid system as long as the chunks are small enough? That way you are not dealing with abstracts in the actual layout, although it can look abstract? So you are not banging your head against the wall trying to figure out how to make a new system work, just adjusting the old system across a new style of mesh.–is this correct?
It might be a good idea for concept artists to think in those terms as well, because a layout that is “random” but that could be broken into pieces easily might make back and forth from concept to design a little easier. I think having that solid idea of 3d game grid space while doing conceptual work is a good thing and not limiting, although i’m sure it would seem so to some. For me it is easier to conceptualize areas in this way because in your head you can see it being played, so to speak. :)

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By: Pekuja/2011/04/12/the-beauty-of-restriction/#comment-2843 Pekuja Sat, 16 Apr 2011 00:57:06 +0000