Stranger:
I absolutley loved this. This was my favorite thing about the 3D client. Being able to dance, clap, fall over, wave, sit down, etc were a blast to play with.
Agreed! Out of all the 3d clients that was my favorite one as well. Not only did the characters look good (albeit a bit polygony) but the emotes were very fun to play with... *coughs*
I do not think your hanging armor turned out worse. If you zoom in you can see how much betters yours is, especially on the shoulder pad. Yours are smooth and fluid
Thanks, but at the end of the day what counts is how it looks at normal viewing size, not when zoomed in. Sometimes - especially with very tiny pixel art - pixels actually have to be arranged in a very strange way to make it look good at real size. It really is an artform of it's own.
Why don't they just make the client with simple resized to 200% images with no polish and then release a certain amount of polished artwork every month? It'll look extremely ugly and pixely at first but after a few months it will look better and better. They could even poll the players to see what they most want polished next!
I agree and it's something I've been thinking myself. If people could put up with some of the horrible 3d clients we've seen over the years, surely they could put up with upscaled, unpolished pixel art for a while. Not to mention that way back in the 90's we were playing games that looked exactly that way. The pixels
were big back then! Right now I'm actually working on a slide show proposal for EA and this is part of it.
This might sound a little strange...but...I LOVE THE WAY SHE WIGGLES THE PENCIL!!! Hahaha!
*grins*
It takes her 1 hour and 10 minutes because she is amazingly talented and does everything the right way. With hard work and dedication! She doesn't cut corners or take shortcuts. Every game would look so much better if the artists weren't forced to make deadlines and rushed to push out artwork.
Well remember that doing these upscales was something I did out of the love for it - I really enjoy "discovering" what the object might look like in hi res and it's such a fulfilling feeling once it's done. So I didn't have a schedule dragging me down and used as much time as it took. However even I have to "cut corners and take shortcuts" in my daily work - it's just the way it is whenever you're dealing with work that has a deadline. As a good example, those intro animations for TB, if I could have done what I'd want to, I'd have of course wanted to make truly wonderful animations with additional artwork to support various frames to so many more animations. But I had to "cut corners" and just use flash to move her hand around and round which results in a stiff unnatural way for her to draw. The problem with giving artists as much time as they need is that they'll polish forever and ever and ever and the game would never become done.
Thanks again for all your heartwarming compliments, it's really inspirational to see someone enjoying those upscales as much as I do. It confirms in my mind that "hey... I'm onto something here... hey - maybe what I'm doing is not completely worthless after all". And don't you mind Heartseeker's meanie comment. He's just wishes you'd be lavishing him with the same attention! ;-)
Morgana LeFay:
All the more reason to scrap the 2D client altogether and make this content-rich game a full 3D game without the boring constraints put on it by trying to make it work alongside the legacy client.
You might as well pull the plugs on the servers if you do that. Well more than half the paying customers of Ultima Online use the legacy client, and I dare say that many...like myself...would cancel all of their accounts and never look back if EA/Mythic took this route.
I'm afraid she's right. As much as I'd like to move on to the EC client, each time I try it I find myself itching to shut it and log on with the classic client instead. I only ever log on to the EC client to check how something looks, but it doesn't feel comfortable for game play. If the 2D client were removed completely, I know for a fact that I would not play UO anymore. And that's not because I have some stubborn preference for the 2D, it's because the 2D client has the attributes that charmed me in the first place, the attributes that made me so addicted, whilst the EC does not. I don't recognize my characters, the animals don't have the cutesy factor anymore, the items aren't clean cut little pixel packages anymore amongst many other things. The whole "feel" of the EC client is aiming to be so much more dramatic and realistic - it's trying to be "awesome", where as the old client has a cozy and cute feel to it. That's the Ultima that I know and love.
Now, assuming that there is a huge chunk (over 50%) of players sticking to the classic client and assuming that this is not going to change in future years no matter how "awesome" the EC client gets, we have the choice of either forcing the devoted classic client players to squint their eyes staring at graphics that are way too tiny to see in today's resolutions or help them out by scaling up the graphics to double size. Which choice would be more friendly towards these players who pay for the bulk of the subscriptions?
TheGrimmOmen:
1) It would all have to be hand painted, and although our artists are capable, we're talking about hand painting thousands of pieces of artwork. The scope is huge- especially given the fact that the art team is tasked up to our eyeballs on any given day.
I have a proposal to solve this problem, will be coming soon.
2) The Legacy client doesn't have a means of scaling tileart assets. Meaning that the resolution you create the art at is how it shows up in the world. So if you doubled the resolution of a cactus, in game you get a cactus that's twice as big!
Well I think what folks have been meaning is not that the client itself would do the scaling work, but that all the assets would be rescaled using a batch script such as you find in Photoshop or any other image editing software. I'm sure the programmers could easily whip up a more sophisticated script though. Basically open > scale up 200% > save > close. Then naturally the isometric grid would need to be also scaled up so that they wouldn't all be overlapping. Where is the pivot point of the objects? Bottom middle of the asset?
Everything get's palettized prior to the game having to deal with it, so it's not so much an client issue. Some of the graphics are greyscale, some are full color, and some are both. As far as hueing, the client finds a value in the hue nearest to the value of the pixel, and assigns that color to the pixel.
Aaah so that's why those new halloween and cornucopia assets look so anti-aliasy and rich in color? By the way, while I adore those assets (like everyone else) I am however a bit disgruntled by the fact that they do not match the 2D client graphical style. They've obviously been made with the EC client in mind but now they look mismatched with the 2D client assets which have a look which is much more faithful to the classic pixel art look and feel. I suppose this is how things will go from now on that new art assets will be done with only the EC client in mind and gradually the 2D client will start to look more like a jumble of styles...
Creatures (averaged): ~500 frames of animation each.
Animals: ~250-300 frames each
Players/Clothing/Weapons :~1500 frames each.
Tileart Count > 20,000
Thanks for more specific estimates on those amounts. I have to admit it sounds daunting
.
Viquire:
Would the orthographic disconnect have anything to do with the fact that the angle of isometric view seems different by a few degrees betwixt the EC and legacy clients.
Yeah this is actually the thing I dislike the most about the new engine. I really feel disconnected from the world. Even though buildings and tiles seem to be from the same angle, people and animals look more like ants which I'm viewing, versus being a part of the world I'm playing in. Which is why I preferred Ultima VIII to older Ultima's as well.
HD2300:
Pretty much you could write some sort of macro to just go through all graphic assets and double the size and sharpen. Then for the more important graphics you do it manually which would look heaps better.
Thanks for going to the trouble to test this method out. The more people experimenting the better! However I personally don't like this approach and if some "cheap system" were made, I'd be more interested to see how UO graphics were to look with the algorithm discussed on page 1 of this thread. Would any of the programmers here be able to test that out?
Zym Dragon: Nice! Those look so much better now! That armoire is sooo cute! And I understand what you mean about the masking trick. When I first started doing these years ago that was one of the first things I tried as well, but the results just weren't sufficient in quality so I opted for the click-click-click way instead
. I'll post the updated comparison image after I've submitted this string of replies.
zoop: Thanks for the kind words! I was especially warmed to hear how you explained about it feeling like the memory of UO as you knew it. That's one of the main points of the whole thing for sure. To retain the magic of UO as we know it.
RaDian FlGith: Yay some more scale ups! Your scissors are very cute. I love the plumpy feel to them and especially the overlap of one blade over the other. Just like real scissors. I'd say those were the best scissors we'd seen so far if it were not for the pixelly blocky parts which can be seen along the straight edge of the inner blades as well as the holes of the handles. I do understand it's very hard to get them smooth with so few colors to use.
For a fair and realistic comparison - let's continue with the exact same color palette for any future submissions. However "In real life", and as Grimm explained above - apparently we could use as many shades as we liked, because the palette system would apply the colors at the end anyhow. So in other words, the details could be more soft, gradiated etc, but the colors would not necessarily remain exactly like you applied them. But as I mentioned earlier in this reply - there is a danger in making things more shaded, soft, anti-aliased (however you want to put it) and that is, that the look and feel of the game would change considerably - away from the precise pixelly feel. No doubt the graphics would look more "gorgeous" but would they also lose something from their precise, packaged look? Something which would make them feel less like objects you can clearly distinguish from the background and want to pick up, arrange and snap into place?
As for "cartoonish and unnatural" - personally I never preferred seeing UO as a realistic looking game. I enjoy the cartoonish feel to it. That's one of the reasons I don't fancy the new clients so much. That's also why I prefer playing WoW over Age of Conan / LotrO / Vanguard and Warhammer. Cartoony = clear and distinguishable. Realistic = mushy and hard to make game elements out.
If we're truly looking to create for the future of UO, we should be upscaling 400% or 800%, creating majorly high-quality originals in the look and feel of UO, and then scaling them down to an acceptable, appropriate level and making minor adjustments to those reductions (such as refining edges and cleaning up anything that doesn't translate well as shrunk). Part of the problem with only going 200% is that we effectively are saying, "1600x1200 is the highest resolution we care about." Given that monitors and video cards already go above that, it would be safe to say that in 10 years resolutions may be greater than what they are today, and if we (Mythic) plan correctly for the future, updating UO's graphics becomes a non-issue, at least for the foreseeable future.
You definately have a valid point. I guess the reason I see upscaling as such a feasible thing is because that's what we do in our company all the time. It's part of everyday life for us. I'll use an example our game Tornado Mania. Each and every asset, rescaled an polished to 4 different sizes:
And rescaling work happens with only a couple of artists of a few weeks. For ALL 3 "extra" versions! Of course, there are much less assets and instead of thousands we are talking tens and sometimes hundreds. But still, it's completely possible with enough resources and time.
Everything you said in your post after the scissors one made a lot of sense and I agree with most of it. If UO sticks to the classic client as is now, it's inevitable we will continue to lose players. If for no other reason than the fact that the items are becoming so small that the game just isn't usable anymore. Even now, picking up items like gems and rings etc is a hard task.
Fink:
I like a paperdoll with a bit of latitude. And speaking of, it's perfectly possible to add on-the-fly height and width scaling to the EC paperdolls, so why not give us some stature customisation? None of my females are seven feet tall.
Good idea. I also do not see my characters as these talk skinny harlots either. My characters have a much more girlish and plump look about them, some playfulness and spunkiness. The current female paperdoll is very foreign to how I see my characters I'm afraid and just does not leave any "room" for my imagination to see them otherwise.
Folks, sorry it took me so long to respond to all the great opinions and artwork - but after last weeks art-work by day and UO pixellation by night, I was pretty pooped
.