That cloth is super detailed!! Face looks great too
That other xbone game doesn't come close and looks like flat plastic compared
I really hope that's a joke...
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That cloth is super detailed!! Face looks great too
That other xbone game doesn't come close and looks like flat plastic compared
I really hope that's a joke...
It does look more real especially with those rain droplet shader on the face, being 1080p also helps to make everything look sharper too. I don't see it being a joke.
I really hope that's a joke...
No, this pic is a distant shot where the human face is not focused, and a common grunt for that matter. Also KZSF doesn't do pre rendered cutscene either, everything is realtime and consistent through out.Saying RYSE doesn't even come close is just nuts, even more so considering we are comparing a cutscene to a game that will have the same looking characters in and out of cutscenes.
This is what a KZSF character looks like outside of cutscenes.
Why would it be a joke? Just compare the clothing and Killzone is far superior.Like I said, the other has no detail to be seen and looks like flat plastic.
No, this pic is a distant shot where the human face is not focused, and a common grunt for that matter. Also KZSF doesn't do pre rendered cutscene either, everything is realtime and consistent through out.
Yeah, also the gold necklace is a flat texture. Not very nextgen at all.
No, this pic is a distant shot where the human face is not focused, and a common grunt for that matter. Also KZSF doesn't do pre rendered cutscene either, everything is realtime and consistent through out.
Haha you're absolutely right tho, a big very high res texturemap is typically what we use to wrap it around a polygon mesh to show colors, reflections and what not. You're trying way too hard dude.The face looks like a big texture map stretched over polygons.
Haha you're absolutely right tho, a big very high res texturemap is typically what we use to wrap it around a polygon mesh to show colors, reflections and what not. You're trying way too hard dude.
Haha you're absolutely right tho, a big very high res texturemap is typically what we use to wrap it around a polygon mesh to show colors, reflections and what not. You're trying way too hard dude.
It's called a pendant son, that cross thing looks to have made of 30 polygon faces that's hanging off a flat texture which roughly shows a golden chain necklace.
And looking at grunt 90% of time does not detract anything from main character faces looking great and wet shader laden.
It's called a pendant son, that cross thing looks to have made of 30 polygon faces that's hanging off a flat texture which roughly shows a golden chain necklace.It sure does use LoD though and nothing but that scene looks anything like that in the trailer.
Um not it's not, it actually moves.... Also how can you say that something that is clearly modeled is a flat texture?
What you described is basically the view of 90% of the game, which will be looking at grunts from a distant shot.
Lighting is real time in KZ, you're talking about different lighting condition though in that shot. And how do you know GG doesn't use those other techniques without seeing the model in a more adequate lighting condition to properly show the effect? Besides, sports game can invest tonso f resources in their player models since they're the only things important in a sports title.That's the way it's done current gen. EA does it a lot in their sports games. Nextgen games should have proper skin shaders, subsurface scattering, deep skinning, real lighting not prebaked into texture. GG's character tech looks outdated.
Lighting is real time in KZ, you're talking about different lighting condition though in that shot. And how do you know GG doesn't use those other techniques without seeing the model in a more adequate lighting condition to properly show the effect? Besides, sports game can invest tonso f resources in their player models since they're the only things important in a sports title.
You also can't deny that there are a lot of parts of that trailer that don't look anywhere as good as that ending scene.
I found this to be the coolest looking part though:
Although the lack of shadows is a little strange, I'm sure that will be fixed by launch.
I'll post a GIF in the RYSE thread to show you what I mean, this is a Killzone thread and I'm not trying to compare RYSE or bring any of it's media into this thread.
I watched the 1080P video and that segment looks very outdated in terms of facial animation and complexity. If they're using all of those techniques, somebody needs to hire better artists/animators.
They used performance capture.
This is the first KZ title to use them so really animations should be better than before.
Not the best way to judge model or texture consistency using compressed shot on top of very different lighting angle or condition. And I don't see the lack of shadow concern since it's very hard to determine where the shadow falls off from an unknown lighting position.
They used performance capture.
This is the first KZ title to use them so really animations should be better than before.
That doesn't mean the facial animation looks good...it looks very bad in fact. Also I'm not sure they do performance capture down to the face level because if they did the actor needs to be fired.
Motion capture is only as good as the rigs they have setup to display it.
I didn't watch the video, to avoid spoilers so I can't really tell.
And yes they, I quote, "do full performance capture, recording the voice, body and face of the actor at the same time".
I just wanted to say they are using performance capture; also Jude form yourself if their "setup" is good enough.