Everyone is happy with the exception of those who have already paid for the current version and don't want the change. Are you ready to personally refund it for all of them? Or do you expect ZOS making these refunds? But why would ZOS waste time to generate refunds?AvalonRanger wrote: »Easy improve, easy money, -> everyone be happy, just like drinking "skooma".
AvalonRanger wrote: »Marvelous Designer:
Just stitching up two simple trouser pattern of front and rear. -> simulate (1hour?)
80% remodeling work finished.
Zbrush:
Building fancy belt with small pouch ( put the few "skooma" bottle in it for daily consumption for self
, or to bribe cat people (lol) ) -> rebuild mesh of the pants and UV. (1hour)
Substance Painter:
Bake nice normal texture. Add bit of small decoration. -> skin up (2 hour?)
Then, upload (total working 4~5 hour enough?)
Easy improve, easy money, -> everyone be happy, just like drinking "skooma".
AvalonRanger wrote: »Actually say, I can make it better one using only Zbrush
and PhotoShop (with Xnomal), just like a old time of 2014.
AvalonRanger wrote: »Marvelous Designer:
Just stitching up two simple trouser pattern of front and rear. -> simulate (1hour?)
80% remodeling work finished.
Zbrush:
Building fancy belt with small pouch ( put the few "skooma" bottle in it for daily consumption for self
, or to bribe cat people (lol) ) -> rebuild mesh of the pants and UV. (1hour)
Substance Painter:
Bake nice normal texture. Add bit of small decoration. -> skin up (2 hour?)
Then, upload (total working 4~5 hour enough?)
Easy improve, easy money, -> everyone be happy, just like drinking "skooma".
Have you ever worked on/with game assets in a studio? Because I did. That's not even remotely 4-5 hours. The process involves a concept artist, 3d artist, texture artist, and art director. You make the high poly model and a low poly model, you need to do the UV manually. Then you have to bake the textures which is a pain in itself because not all high poly geometry translates well into low poly assets, so you need to do a lot of fixes. What you think is a 4 hour process is 80 hours at best. Oh you also have to reserve time for emergencies because they happen all the time, someone can get sick, someone's stylus can break, someone's HDD will fail, electricity can be out for half a day. So add like 20 hours to that just to be safe.
AvalonRanger wrote: »AvalonRanger wrote: »Marvelous Designer:
Just stitching up two simple trouser pattern of front and rear. -> simulate (1hour?)
80% remodeling work finished.
Zbrush:
Building fancy belt with small pouch ( put the few "skooma" bottle in it for daily consumption for self
, or to bribe cat people (lol) ) -> rebuild mesh of the pants and UV. (1hour)
Substance Painter:
Bake nice normal texture. Add bit of small decoration. -> skin up (2 hour?)
Then, upload (total working 4~5 hour enough?)
Easy improve, easy money, -> everyone be happy, just like drinking "skooma".
Have you ever worked on/with game assets in a studio? Because I did. That's not even remotely 4-5 hours. The process involves a concept artist, 3d artist, texture artist, and art director. You make the high poly model and a low poly model, you need to do the UV manually. Then you have to bake the textures which is a pain in itself because not all high poly geometry translates well into low poly assets, so you need to do a lot of fixes. What you think is a 4 hour process is 80 hours at best. Oh you also have to reserve time for emergencies because they happen all the time, someone can get sick, someone's stylus can break, someone's HDD will fail, electricity can be out for half a day. So add like 20 hours to that just to be safe.
>>Have you ever worked on/with game assets in a studio?
Yes, I have. More than decade.
>>The process involves a concept artist....
According to my experience, concept artist running to me, and will complain about this " a lot" \(.\_/.)/
<angry CA>
"Hey! This pants looks like rubber tube. I didn't draw the picture like this!
Make the fabric saggy along gravity. And should think about distance
between skin and fabric. Each of location of the pants has different
anatomical features. You should care about that.
Do you understand what I want to say?"
<me> "Yes sir!! Sgt Hartman sir! I'll fix it immediately."
See? it's a 5 hours.
ZOS_MattFiror wrote: »I know there’s more than a little bit of concern from our Xbox One X and PlayStation 4 Pro players who take advantage of the HDR modes on those consoles. For those that are unaware, HDR is a graphics mode that allows the game client to far more subtly render colors to make scenes with a lot of detail almost lifelike. It is really cool and makes ESO look amazing, especially in scenes where there is a lot of color and detail, like sunsets. In the latest update, we made a change that altered the way HDR support in ESO works by “normalizing” lighting and color values, which led many players who use HDR believe it makes the game look bland.
The explanation for what happened here is illuminating, as it gives some insight into our development process, especially how we treat bugs vs. how we treat new art assets and shaders.
On the development side, we have a strict policy to never change art assets once they have been in the live game, except – and this is important – if they are obviously “wrong”. Think bad animations, shoulder pads clipping through armor, weapons hanging too far off a character model’s hip – that kind of thing. This “no change” policy has been in effect since the Redguard Female Armor Debacle of 2015. This was where we updated the visuals of one type of Redguard Female armor and pushed it live without thinking of the consequences of players who liked the way it looked and had been using it for over a year. This caused a lot of – very much merited – criticism from players that liked the older style much better. That’s when we started our “no change” policy. Even if we think an asset needs to updated because it doesn’t fit ESO’s established art style or the artist responsible thinks they could have done better, we no longer change live assets because players are used to the way the game and their characters look, and that is more important than what WE think.
Funny story about this – and I’m sure you are all seeing where this is going – we have a backlog of art bugs and issues that we address over time. If these are flagged as low priority, it can take a long time to get to them. Just after our HDR versions of ESO launched, we flagged an HDR issue where some assets were not responding correctly to our HDR renderer – their color values were not configured properly and were “blown out”, meaning they were far too bright for the established ESO art style. This was entered as a bug, and sat there (not high priority) on the bug list for a few years. Eventually it was addressed and made its way into the build that launched with Update 19 (Wolfhunter).
A side effect of this change is that it changes how our HDR “slider” bar displays HDR changes – on some TVs, you won’t notice any change after moving the slider 10-15%. This is exacerbated by the fact that there is no commonly accepted HDR standard for TVs – cheaper HDR TVs tend to be dimmer with not as much control, and higher-end TVs have a large range of brightness. You’ll definitely notice a difference after our change, especially if you have one of the lower-end TVs.
Short story: It was flagged as a bug, not an “art asset change”, so it never came to the attention of the Art Director (or me) until it went live. Obviously this should have been seen as an “art change”, not a bug fix. We should not have changed it, even if we think that the change is merited, due to our “no change once live” policy.
So now this leaves us in a sticky situation: if we change it back, there will be players that like the new way better than the old. And they will be correct, just as are the ones who like the old way – this is subjective. We are now in a no-win situation, which is why we haven’t given you guys much information up until this point. What we need to do is step back, look at our options, and figure out what is the best thing to do that makes the highest number of players happy. I’m not 100% sure what this is yet, but hang tight and we’ll let you know.
And my sincere apologies for rolling this out with no information, no background, and no heads-up. We take this very seriously, and we’ll make some process changes to ensure something like this doesn’t happen again in the future, just like we did during the Redguard Female Armor Debacle.