Le 17/11/2012 23:48, Mini Bjorn a écrit :
Hi,
auria.mg@gmail.com (2012-11-16 at 2000.33 -0500):
IMO this is a moot point. STK is cartoonish in mood, but we
frequently use photographs for textures. A good example is
a the mansion track, it mostly uses photographs as texture
and yet feels cartoonish. I think that's no problem with the
style of STK
Style matters, STK should aim at a consistent look. Some of those
photos have been touched up, and others not, and the result is more
like a collage, with issues covered up by the general darkness (just
like Quake solved the limited bit depths the hardware allowed then).

It also looks dirty when put against other things in the game. STK
colors tend to be brighter and cleaner in general and have a less
extreme contrast inside each zone, with smoother transitions and
simpler textures. More like what you can see in toys (or that other
kart game we all know about) than in a Quake game.
Maybe, maybe not, I'm not convinced by that alone ;)
Then better not start talking about palette, silhouette and subforms,
mood or similar concepts; it sounds more and more that would be
wasting time.

...
Adding more and more overcomplicates the task and leaves edge
mismatches where UV islands meet (tedious to fix, see Mozilla...),
the seams are IMO not very visible from the game even
with the new texture. I can't spot them so IMO this is moot.
See attached picture, they are visible in game when you steer (Hiker
photos use different resolutions and ignore that the item "moves").
The old one has matching seams, the other not. You can also see the
rims edge in the stick edges. The shading issue is also clear near
there, cylinders covered by others should be dark, not bright; so much
the parts look a 2D paste instead of a 3D integrated thing.

The old one goes for a "quick to read" look, the new one looks
overcrowded.

And worst of all, the shading and scale is wrong. No matter what style
you pick, that is not nice for any UV model. Shadow and texture
pattern are not to be dropped over the model without paying attention
to where or how big they are, they must match the geometry (sticks
form 2 groups of 3 and they have more resolution along one axis) and
intented lighting, even if that means distorting them in 2D, because
they have to look non distorted in 3D.
Sorry, I'm a developer, not an artist, so I don't quite see all of
what you see.
You excuse yourself for not being an artists and at the same time you
can say what artistic factors are OK or non-important. How does that
work?

So again, we should use the old one. The texture should had been
reviewed before the first change and any promises; specially as it was
replacing a thing that could had been considered "done", not adding
something new to fill an urgent need.
It *was* reviewed before it was first included. But it was reviewed
by the people that were there at the time of the review, and the
people that were there at the time of the review found the new
texture better.
They could had sent a mail to the list... but did they? Or a direct
mail, after all it was not just included, it replaced something. Just
because I can not stay on IRC it doesn't mean I gave up STK.

Cheers,
Minibjorn
 


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I prefer the new texture, it looks better than the previous one. The only default issue is the white outline of the arrow and that should be corrected easly.
The previous texture looks like a platic model.

    Style matters, STK should aim at a consistent look
+1

    First, it doesn't look cartoony, which should be the style of STK, as
    demostrated by karts or tracks. Adding some wrinkled paper over the
    red, or noise over the blue, doesn't go with a painterly look, it's
    too photographic (but debatably real, only unsafe sticks would look so
    damaged, and they would have logos, brown paper, the edge of the sheet
    along the side, etc).

We have decided to use realistic textures instead cartoonish one.
If you contributed more often you opinion would have more weight.
 
    Some of those photos have been touched up, and others not, and the result is more
    like a collage, with issues covered up by the general darkness (just
    like Quake solved the limited bit depths the hardware allowed then).

Name a game that doesn't use darkness to cover issues.

    Then better not start talking about palette, silhouette and subforms,
    mood or similar concepts; it sounds more and more that would be
    wasting time.

I'm listining ^^.