The sorcerer and the woman from the order with scars on her neck look the best. However, none of them look as good as the woman in the activision demo. Is that shot of the woman from the order in game and real time?
I believe it is the real time model. Totally forgot about the activision tech demo. Jorge Jimenez even worked on Ryse:
No wonder the eyes looks so good! However nothing comes close to theseAccurate solution: using 3D LUT, prebaked using photon mapping [JIMENEZ12]
http://www.iryoku.com/images/posts/next-generation-life/lauren-04.jpg
http://i5.minus.com/iw9ZFYjZclE93.jpg
Great info Laa-Yosh. Look at this:It's funny that you included Aki, because there are a couple of interesting technical details there...
- Back at that time there was no SSS implementation, and very little understanding of human skin shading at all. Square used a couple of tricks but the lack of proper translucency was a big hurdle. No wonder that the most realistic character was Dr. Sid, whose old skin required very little of it.
- There was also no proper sculpting tool to add the necessary detail, thus the shapes and forms were a little rough and artificial. Also, scanning wasn't really an option either as there were very few laser scanning facilities, whereas nowadays a few dozen DSLRs and Agisoft Photoscan can get you pretty good results - and both Ryse and Order characters were relying on such tools heavily.
- On the other hand, hair rendering is still not using hair strands in game engines, but only textured polygons as a shortcut. Aki's hair is still way over the horizon. Same goes for the displacements, although it wasn't as dominant - because of the lack of scanned/sculpted source meshes - on the FF characters either.
That's POM for the walls right?
Only 400k polygons, impressive. I wonder if future tressfx implementations could come close to half of what the movie is doing. Here are some pictures of the character models if you're curious, but i'm sure you've seen them before.Each character's base body model was built from more than 100,000 polygons, plus more than 300,000 for clothing alone. Each character's model bears 60,000 hairs, each of which were separately and fully animated and rendered.
http://i6.minus.com/ibrOcFnECmsfPY.jpg
http://i5.minus.com/iDEyPayYB143z.jpg
http://i5.minus.com/it8ZDQEks9GWo.jpg
http://i2.minus.com/iqYjCbE7XNUrE.jpg
http://i5.minus.com/ij6hbEMGOaCWB.jpg
http://i5.minus.com/i82pOtpiKBi0J.jpg
http://i2.minus.com/iyTEnPVHXYIxB.jpg
http://i4.minus.com/ibolR00AbAbdUc.jpg
http://i1.minus.com/iBdjzpvIHYvft.jpg
http://i5.minus.com/iL1kutd2MzCSq.jpg
Screencaps from the movie
After all these years, Dr. Sid is still very impressive.