Re: [討論] 對岸論壇看到的幾種說法
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兩個情況其實不太一樣
3D繪圖基本上要痛只要痛一次 ,接下來路徑擺好直接套模組就可以
但是2D卻是每張圖都得自己重新畫過 ...
尤其是機戰常常會有旋轉或換角度等等 ,這些對2D來說必須得完全重繪新圖
但是對3D而言 ,卻只是單純轉個攝影機方向而已
隨著主機解析度的提高 ,確實2D與3D都各有所難處
但兩者卻是等差級數(3D)與等比級數(2D)那種天差地遠的等級
以無敵鐵金剛來說好了 ,3D只要造個鐵金剛一台 ,頂多跟其他機體兼用光子力飛彈
接下來全部都靠電腦運算的特效 ,美術完全不用動手繪製
眼睛兩道光柱就是光子力射線 ,嘴巴弄個龍捲風就是氣體硫酸等等
不時還可靠轉攝影機改變角度與遠近 ,材質加幾道裂痕就是戰損板戰鬥
比起2D的情況 ,自己想想會省多少 ...
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早期2D優於3D ,因為顯卡不用太強就可以擁有較高質素的畫面 ,尤其方塊人年代
也因為顯卡跑不太動 ,所以3D沒辦法利用高複雜度的計算 ,使出熱血又不失真的畫面
加上多數日廠不知長進 ,造成很多人有 "3D沒有2D熱血" 的錯覺
但這些情況將會隨著硬體效能的提升出現逆轉
在可想見的未來 ,當3D遊戲連即時運算都能輕鬆跑出現今好來烏電影等級時
到時人家只要路徑一擺下去 ,單一架機體模組即可輕鬆演出上百個熱血動作與招式
對於喜歡手繪風的 ,也能靠著3D精準重現各大手繪師畫風100%同步時
純2D只有乖乖被壓著打的份而已
至於3D能不能精準表現2D畫風 ,看看近年迪士尼那堆 "2D動畫" 就知道了
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