This is great stuff. And according to the guys doing the presentation, all realtime.
Attachments
Last edited:
Veyr nice insight Laa Yosh, also does 20k quad poly mean 40k tris by the way? if so it's an incredible amount for the face alone!Also, faces seem to have around 10-20k quad polygons, very close to us - we have 30-50k polygons, but we don't re-use the models for hero characters, each face has it's own polygon layout.
I guess this is as close as it can get to offline CGI and movie stuff. Pretty damn amazing!
After watching that presentation with the shirt dynamics, hair movement, etc (stuff I didn't notice the first few times I saw the gameplay demo) reminded me of Jason Rubin's (co founder of ND, in case you don't know who that is) "Great Game Graphics... Who Cares?" presentation at GDC in 2003. The contrast is pretty funny when Jason talks about, "so we model each individual hair and it moves like in real life... so what, does that make our game better to play?" and then to watch the Drake video with the panel taking about the hair, etc.
They also specified why they don't scan characters' faces - or at least Nathan.
The amount of detail that is basically hand modelled and drawn is beyond my comprehension, to me he basically looks real.
After watching that presentation with the shirt dynamics, hair movement, etc (stuff I didn't notice the first few times I saw the gameplay demo) reminded me of Jason Rubin's (co founder of ND, in case you don't know who that is) "Great Game Graphics... Who Cares?" presentation at GDC in 2003.
Out of all the things I would do if I met a guy that looked like him, creeping out would really not be one of them.I still think that UC4 Drake is too 'perfect' - far too much symmetry, and a lack of the subtle imperfections in the general forms. If you would meet a guy like that in real life, you'd be creeping out
I've realized I know next to nothing about the content creation pipeline, do you know of any (free)resources online where I can read about how it currently works and where the art side of things are headed? Also I've heard the term technical artist thrown around a few times what's there role in things?and also about the content creation advances
By the way, it'd be just so cool if you could meet Shepard again in a future ME game, that takes place about 10-15 years after the trilogy. Van der Loo has aged considerably since he's been scanned, but in a graceful way, he'd make a really charismatic and rugged older Shepard. And with today's advances, they could do a full set of scans for all the expressions, it could look amazing and work very well...
As much as I like the new and improved Nathan Drake, I do think the animation does stick out now more than ever. And not in a good way I might add. There's just no weight to his movements, his legs flap about with a mind of their own when he climbs, he still suffers from over-emphasized, cartoony eyebrow action, and the way he handles the rock pick in particular just looks odd. Compared to how Lara Croft or Arno Dorian look when they climb about stuff, the way Nate gets around just looks outlandish and weird.