#(Yes even the straight ones you don’t like! They aren’t shitty bc they’re poly they’re just shitty!)
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throwawayblog-thrwaway · 25 days ago
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why is that the same people that encourage folks to be themselves and be weird are like. vehemently polyphobic lmao
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scribbleboxfox · 4 years ago
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Some thoughts about the use of Unreal assets in the new season of Red vs. Blue.
This wound up being longer than I meant for it to be, so I’m putting it under a cut for courtesy bc I don’t wanna clog up anyone’s dash :’D
It’s just genuinely so funny to me that ppl are upset that they used Unreal assets for RvB:Zero. Like you’re going to call them lazy for using free stock assets in the middle of a pandemic? Okay. So I guess that means I’m lazy for licensing a photo from Adobe Stock for my company to use instead of filling out a request form for a professional camera, waiting for the next budget meeting to make my case about why I need it, learn how to use it, gather props, hire models, book a location for the shoot, gather costumes, learn how to use Lightroom, spend 4-6 hours shooting photos and directing the models, and edit the photos.
I’ve seen the argument that RvB has always stuck close to Halo as a reason for why the Unreal assets are bad. But this isn’t true. The closest RvB’s ever gotten to real Halo lore was with Project Freelancer*, and it barely scratched the surface. Yes they have references to it scattered throughout the show on occasion, but their whole arrangement with Microsoft makes it so that they can’t overlap too much.
Also, we’re really going to get mad about that, and not the really shitty snowmen in Season 12?
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Those don’t look like Halo assets to me.
I just think it’s so silly. The argument that they should have only used assets from Halo is ridiculous because there’s plenty of times where they straight up haven’t done that. Like the knights in Season 16. Which were also free assets that they grabbed from somewhere.
3D models take time to make. You have to come up with an idea, make concept art for that idea, review the concept art and pick a direction to go in, sit down and make the 3D model (which can take hours and hours depending on what you’re making,) take down the poly count after creating a normal map so you don’t have a million faces that will slow down your render time, make sure the UV’s are all laid out properly so the model can be textured, pass it off to the people who texture the UV’s or do it yourself, test the textures to make sure the seams aren’t too visible on the model, do render tests to make sure the textures and normals and bump maps all look the way you want them to, and THEN you have to rig it yourself or pass it off to the coworker in charge of that sort of thing, apply constraints and controls, skinweight it, and apply physics (depending on the model.) And once you’re done with all of that, then you can give it to an animator to add it to a scene and animate it. And bear in mind that people have to do this while also keeping up with their meeting schedules, breaks, mealtimes, childcare, pet care, grocery runs, doctor’s appointments, etc.
I’m definitely missing a few steps/mis-naming a few things, but it’s been literally 3 years since I’ve created a full 3D asset from start to finish so...take it with a grain of salt.
The point is that creating one model is a lot of work. Top it off with the fact that we’re in a pandemic, and it gets even more strenuous. Things like ad-hoc design reviews may be harder to do because people might have their notifications for Slack/Teams/Discord/etc. off so they can get work done. And that can mean the difference between getting an asset finished in the middle of the day today, or waiting until early morning tomorrow when the rest of your team is online.
It’s much more cost-efficient to just buy/download pre-made assets. And frankly, in the middle of a pandemic, it’s a lot more ethical too.
I just wish that ppl would step back and ask themselves why they might be using Unreal assets for this season. Companies use stock assets all the time. Rooster Teeth is a company. I worry that people forget that sometimes.
Anyways, that’s just my two cents on it. As someone whose done the whole 3D animation process multiple times (albeit mostly for college,) it’s frustrating that people are making arguments against the use of stock assets without having an understanding of the amount of work that goes into making them yourself.
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*The use of AI’s and the Huragok in Project Freelancer were two very direct references to canon Halo lore.
** Also worth noting that they DO use canon Halo guns in the first episode. I can’t speak for the other episodes because I haven’t seen them yet as of today (11/9/20) but I personally doubt they’re getting rid of them entirely.
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I mixed up Unity with Unreal. They’re Unreal Marketplace assets. Thanks @banditsheath​ for pointing that out.
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