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<blockquote data-quote="pming" data-source="post: 7673336" data-attributes="member: 45197"><p>*facepalm*</p><p></p><p> "Pathfinder the MMO! Get it now! ...er... try it anyway, while we still build it... it's not that much money. Anyway Pathfinder! Online! [well, not <em>really</em> 'Pathfinder' as such... it kinda has nothing to do with Pathfinder, but still.... trust us... I mean, Pathfinder has the name Pathfinder in it, so they're both the same thing really...]. Anyway, check out the awesome videos (just don't comment...we kinda, uh, disabled the comments.... no no no, no particular reason...uh, spam! Yeah, that's why, too much spam. Didn't want to distract people with comment spam. Yeah, that's it."</p><p></p><p>After they started putting out "test art work" a few months after the announcement, I had serious doubts. Being a 3D artist, I know what's what in that particular field. I saw artwork that looked like it was created by someone who "just got DAZ 3D a few months ago" and really put a lot of effort into learning the technical side of how to make something move, or how to give it a particular UV map and texture set up. In shot, the art was <em>very</em> amateurish. Flat textures, poor color choice and contrast, models had little in the way of unique silhouette's, animation was slow and mechanical with no weight and horrid timing (and virtually no follow-through or moving-holds). Just...newb-level all around.</p><p></p><p>I kept hoping they'd actually hire someone with a bit of experience and/or "pro training" (re: having taken a year or two course on 3D character animation at DAVE School, Vancouver Film School, or even online at Gnomon or Animation Mentor), where they'd actually learn animation principles, character appeal, colour theory, and all that other "non-3D" stuff that I learned waaaaay back in '98-'01 when I was at Vancouver Film School and CDIS (CDIS got bought out by Art Institute a couple years after I grad'ed). But no...they just had more of the same crap. Sorry for the harsh words, but there's no other way to put it when comparing it to a AAA-level game. Compaire PFO art to amateur level "in my basement, I do this on the weekend for a few hours, just for fun" level, and it holds up quite well. But PFO isn't aimed at that, nor it is being marketed as such. It's being marketed as "Play this instead of Guild Wars II, or WoW, or Wild Star!". </p><p></p><p>Sorry, Goblinworks, if this is the quality of 'art' you're bringing to the table, get ready to be dumped into a steaming bathtub o' poopie.</p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 7673336, member: 45197"] *facepalm* "Pathfinder the MMO! Get it now! ...er... try it anyway, while we still build it... it's not that much money. Anyway Pathfinder! Online! [well, not [I]really[/I] 'Pathfinder' as such... it kinda has nothing to do with Pathfinder, but still.... trust us... I mean, Pathfinder has the name Pathfinder in it, so they're both the same thing really...]. Anyway, check out the awesome videos (just don't comment...we kinda, uh, disabled the comments.... no no no, no particular reason...uh, spam! Yeah, that's why, too much spam. Didn't want to distract people with comment spam. Yeah, that's it." After they started putting out "test art work" a few months after the announcement, I had serious doubts. Being a 3D artist, I know what's what in that particular field. I saw artwork that looked like it was created by someone who "just got DAZ 3D a few months ago" and really put a lot of effort into learning the technical side of how to make something move, or how to give it a particular UV map and texture set up. In shot, the art was [I]very[/I] amateurish. Flat textures, poor color choice and contrast, models had little in the way of unique silhouette's, animation was slow and mechanical with no weight and horrid timing (and virtually no follow-through or moving-holds). Just...newb-level all around. I kept hoping they'd actually hire someone with a bit of experience and/or "pro training" (re: having taken a year or two course on 3D character animation at DAVE School, Vancouver Film School, or even online at Gnomon or Animation Mentor), where they'd actually learn animation principles, character appeal, colour theory, and all that other "non-3D" stuff that I learned waaaaay back in '98-'01 when I was at Vancouver Film School and CDIS (CDIS got bought out by Art Institute a couple years after I grad'ed). But no...they just had more of the same crap. Sorry for the harsh words, but there's no other way to put it when comparing it to a AAA-level game. Compaire PFO art to amateur level "in my basement, I do this on the weekend for a few hours, just for fun" level, and it holds up quite well. But PFO isn't aimed at that, nor it is being marketed as such. It's being marketed as "Play this instead of Guild Wars II, or WoW, or Wild Star!". Sorry, Goblinworks, if this is the quality of 'art' you're bringing to the table, get ready to be dumped into a steaming bathtub o' poopie. ^_^ Paul L. Ming [/QUOTE]
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