Not quite. Larian also wants to use it for concept art, which is not the same thing as placeholder assets. To give you a bit of context, the standard for placeholder textures at the software development companies I worked so far has mostly been “vaguely fitting images you found on Google”.
Atleast in my experience bigger companies have either their own libraries, libraries of bought assets or dedicated sites with free to use stuff, so they can use the placeholdes without a risk of having copyrighted stuff in the files.
Concept art is little tricky because it often is 10 version of the same character or random piece of the scenery and it takes hundreds of pieces and revision before art director finally decites “this is it, this is what our game looks like”. Personally i dont care if those are drawn on a paper or made in photoshop, paint, by a ai tool or trowing wet cats on a canvas. In the end i care that human decites what they are going to use and artist finishes the model. I dont see the point having artist spend their time creating seven different looking bandoliers for the protagonist, when nobody even knows if any version of those end in the game.
And i just want to say way before the consept art when the product is in its early planning state there are often “feeling boards” that are just i want our game to feel like picture of breath of the wild and picture of skyrim or picture of cuphead and picture of warm and cozy fireplace and these feeling boards may stay in use until the very end of the production.
Not quite. Larian also wants to use it for concept art, which is not the same thing as placeholder assets. To give you a bit of context, the standard for placeholder textures at the software development companies I worked so far has mostly been “vaguely fitting images you found on Google”.
Atleast in my experience bigger companies have either their own libraries, libraries of bought assets or dedicated sites with free to use stuff, so they can use the placeholdes without a risk of having copyrighted stuff in the files.
Concept art is little tricky because it often is 10 version of the same character or random piece of the scenery and it takes hundreds of pieces and revision before art director finally decites “this is it, this is what our game looks like”. Personally i dont care if those are drawn on a paper or made in photoshop, paint, by a ai tool or trowing wet cats on a canvas. In the end i care that human decites what they are going to use and artist finishes the model. I dont see the point having artist spend their time creating seven different looking bandoliers for the protagonist, when nobody even knows if any version of those end in the game.
And i just want to say way before the consept art when the product is in its early planning state there are often “feeling boards” that are just i want our game to feel like picture of breath of the wild and picture of skyrim or picture of cuphead and picture of warm and cozy fireplace and these feeling boards may stay in use until the very end of the production.