Imagine a character's eye, for instance the outer boundary might be an oval no more than ten or twenty pixels across and possibly just a small handful of pixels in height. I think the bigger issue, though, is that vector graphics take some control away from the artist as you note, vector art may look substantially better scaling up, but the real issues are at lower resolutions, where the fiddly details of rasterization can substantially change how an image looks. Beast says, small details make vector art quite a bit trickier to construct imagine something like a grenade belt on a character, where even a bit of clever copy-paste of individual grenades still isn't going to save a whole ton of time on the effort. More broadly, polygonal models in general can be thought of as 'vector' data - they represent the vertices, edges and faces of an object - as opposed to (screen-resolution) 'raster' data, so in some ways most 3d games are using vectorized data descriptions.īut I suspect your question is more about 2d art, and there several factors come into play. (To be more precise, I believe they're given as flat-filled polygonal regions, which in this case amounts to the same thing). In fact, there are a number of 2d games that do use what amounts to vector art Capcom's Ghost Trick:Phantom Detective, for instance, essentially generates its in-engine characters as vector graphics.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |