Accurate human rendering in game [2014-2016]

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Those tiny strands of facial hair on the real face really add more realism to the skin, the CGI shot looks very surgical and unnatural. Other than that I think we've nailed don the lighting, shadow, shaders and polygon density.
As for real time game model, I've yet to see anything more real than UC4.
Uncharted-4_elena_1434429092.jpg
 
Are there any examples of CG models with peach fuzz? I believe it's one very important detail that separates CG from real. Despite all the "imperfections", CG models can sometimes be for a lack of better word...too perfect.
 
We've been adding that to most of our hero characters for years now. I guess most VFX characters have it too.
 
It's crazy, the things I notice and look for in real life now, after all these years of discussing graphics on here. Now all I can think of when talking to someone is checking their peach-fuzziness. This has now been added to me already checking their subsurface-scatteringness, various things like how their hair moves, how defined their pores are, just to name a couple.
 
The guy responsible for Gollum's facial amimation in the LOTR movies, Bay Raitt, had this forum where he shared his thoughts while working on the character and the facial rig. Some of his stories were about how he used to go to the movies at night, sitting in the front row and only paying attention to the facial movements; and how he got really good at getting to know people and chat them only to look at their faces.

So I guess you still have a way to go ;)

Joking aside, he basically laid the foundations to this stuff and everyone is pretty much using a system like that, even in games. Well, he had a role in that too, working on Half-Life 2 after LOTR.
 


From an interview of Josh Scherr about Uncharted 4

'The facial capture work now got to the point where it provides a really nice base layer for the animators to dig in & add this incredibly fine detail''

The facial animation are not entirely hand made anymore. The animator only add some subtle details now...
 
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Even if you're shown two videos side by side, it's not enough to tell how much actual artist time and effort had to go into the results.
 
Artists being interviewed can explain how much effort is involved. ND love talking about their tech, tools and processes.
 
Those tiny strands of facial hair on the real face really add more realism to the skin, the CGI shot looks very surgical and unnatural. Other than that I think we've nailed don the lighting, shadow, shaders and polygon density.
As for real time game model, I've yet to see anything more real than UC4.
Uncharted-4_elena_1434429092.jpg
What about the cinematic model of Marius from Ryse? Although this is prerendered, Crytek claims that the Xbox One could if they desired run them in realtime, though the story is they claimed not to in order to reduce loading times. Though Crytek were caught saying other dishonest things about Ryse including tweets that it was full 1080p or that they didn't reduce the polygon count which they did from the gameplay model of 2013 E3 Marius or the fact they originally said the prerendered sequences were realtime. We've yet to see any realtime cinematics on any other title from either console equal these Ryse cinematics.

1382103313-ryse-marius.jpg

mariusHead_v1.jpg
 
Drake's model is better imo.

15371162463_7a75eeee4c_o.png


Closeup in the edge cover

L39Lyxj.jpg


Real-time without wet shader

image_uncharted_4_a_thief_s_end-28644-2995_0010.jpg


Also, unlike Drake you can spot polygonal edges on Marius ears and neck.
 
Drake's model is better imo.

15371162463_7a75eeee4c_o.png


Closeup in the edge cover

L39Lyxj.jpg


Real-time without wet shader

image_uncharted_4_a_thief_s_end-28644-2995_0010.jpg


Also, unlike Drake you can spot polygonal edges on Marius ears and neck.

The real-time cinematic between Nathan Drake, Sam Drake and sully in extended E3 demo is great. I think the facial expression of Nathan Drake when he said holy shit is the best I have ever seen in a real-time cinematic.
 
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Oh, because i forgot to cite where i got those images from, it's from Yibing Jiang's ArtStation:

https://www.artstation.com/artwork/character-shading-for-nathan-drake-uncharted-4
https://www.artstation.com/artwork/character-shading-for-nathan-drake-island-outfit-uncharted-4
Real-time rendered in game. This is not CGI or pre-render, which means all the shading features for skin, hair, eyes need to be written in code. Using Disney Diffuse model, GGX Brdf model and Screen Space Subsurface. Hair is using Kajiaya-kay Brdf model. Frank Tzeng did the sculpting and texturing for his face and arms.
...
Real-time rendered in game. This is not CGI or pre-render, built the fabric shader package for all the main characters and npc characters as well. Using Disney Diffuse Model, recreated Brdf model just for the fabric, also added special cheap Sub-surface Scatter. All the fabric details, stitches, small wrinkles, wear and tears were built in shader. Colin Thomas did modeling and texturing part for the outfit. Frank Tzeng did the sculpting and texturing for his face and arms.
 
What about the cinematic model of Marius from Ryse? Although this is prerendered, Crytek claims that the Xbox One could if they desired run them in realtime, though the story is they claimed not to in order to reduce loading times. Though Crytek were caught saying other dishonest things about Ryse including tweets that it was full 1080p or that they didn't reduce the polygon count which they did from the gameplay model of 2013 E3 Marius or the fact they originally said the prerendered sequences were realtime. We've yet to see any realtime cinematics on any other title from either console equal these Ryse cinematics.

1382103313-ryse-marius.jpg

mariusHead_v1.jpg

The 1080 claim or news was Microsoft

https://mobile.twitter.com/aarongreenberg/status/379799077816254464

Given it was a launch title and everything is in flux perhaps the rest is also honest mistakes and bad pr jumped on by gaming sites, eager to score points with anti Ryse stories

but still what a launch title knowing what we do about the sdk and tools at the time.
 
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