One general rule of thumb for creation of in-game characters for MMORPGs is that polygon optimization is of paramount importance, the higher the amount of polygons rendered in scene, the lower the frame rate, simple as that. To start with higher poly models and reduce the count during development is the norm.
The previous screenshots of characters on the old site had not been optimized and were on average exceeding double the current count (without any add-ons such as armour, clothing etc), optimization was therefore an absolute necessity. The reduction of poly counts in characters is undertaken with quality of graphics in mind, and textures and models are adjusted to compensate for the loss in resolution, inevitably though there are noticeable changes.
The current screenshots were made (with absolutely no re-touching) using our current engine build, which will change as it is still in development, and as such the graphics will progress too. The lighting will change, the shaders applied to the characters will be adjusted, along with all the other necessary tweaks and refinements, to the rendering, animation, models and textures...all in good time.
One other good point to remember about screenshots is also that they are static representations of in-game graphics, whereas during actual game play, the image is constantly dynamic. This difference means that screenshots may be open to more intense scrutiny as they are only offering a static preview of one aspect of the overall game experience.
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