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>Have you ... worked with artists? To get them to produce technically precise artwork?

Yes. But I work in games, so maybe I was expecting professional artists working on complex assets and not a grab bag from fiverr for some UI art. Anything "simple" probably takes them 2-5 minutes and maybe a few turnarouns while I could maybe take an hour of edits for much worse quality.

>What I'd like to see is tiered licenses. They're being greedy and I refuse to patronize them.

I agree completely. But I know there's no such thing as a smooth migration, especially when working as a team.

It's sad, but they have a lock on the market for a reason and that moral stance won't be without some growing pains or compromises. I'm sure we both know trying to get an artist to migrate tools is much harder than a programmer.



Well, I think you could say I've worked in games too. [1]

In fact, it's in games that the artists, especially when working with 3d, had the hardest time getting the precise kinds of changes that I would need.

But even in 2d, if they, say, created a sprite, but then left a few pixels non-100%-transparent in the corners of the image, I could ask them to go find those pixels and erase them...or I could do it myself.

And if they don't get them completely erased, then there will still be artifacts on the screen and the texture atlas packing will be screwed up.

Yeah. I've been doing this for a long time.

And no, I don't have much hope of getting artists to migrate. I'm just tilting at windmills.

[1] https://www.mobygames.com/person/13230/tim-mensch/




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