Accurate human rendering in game [2014-2016]

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Just for reference The Order: 1886 is around 100k for character models IIRC
 
Squadron 42

Bishops face has 40 000 polygons.

Tier 0 (like Oldman and and the 15 other main actors) = 40 000 face polygons + 3 wrinkle & 3 diffuse maps. (in gameplay*)
Tier 1 (the secondary characters) = 12 000 face polygons + 2 wrinkle & 2 diffuse maps.
I did not catch numbers on the minor characters.

Ryse main characters have 1 wrinkle & 0 diffuse map. I do not knew the polygon level. I guess 15 000 polygons.


*“You see that speech on a big monitor in the game, but literally 95% of the performance capture is all for the player to interact with and depending on what the player does and so forth,”
http://www.pcgamesn.com/star-citize...ngle-player-space-story-squadron-42-explained
 
What's impressive about Detroid's character model is that almost every NPCs have this high geometry, high res texture and nicely shaded look. One random dude looks like a main dude from other games. Regardless, the close ups look sublime, definitely more realistic than ACU's models. I don't know about ACU's models but they all look like dolls to me in a way I can't explain.
 
So Detroid Kara model is 3 times the polys in comparison to the original demo and twice the polys of B:TS

That old version had no clothes and much more simple hair, too. Lots of polys can be spent on that.
 
Could QD be making a more open world game?

That's why I mentioned earlier, that it seems to have a GTA and Infamous Second Son scope going on in many of the scenes. If Quantic Dreams can pull together a open world game set in modern times (with futuristic themes/overlays), with a tightly woven story and those killer graphics... then QD (Detroit) maybe Sony's next big IP.
 
Wow. I would have though QD would go mad, at least in character models. Not that it's all about geometry of course, but still.

I think (not a 100% sure) there are techniques (Epic/Unreal pioneered) of getting highly detailed models (that look super high-poly/mesh in nature, but aren't) without blowing your poly-budget all over the place. Something more than just LoD scaling...
 
Why do they need fingerprints? They'll be LOD'd out of visibility, unless they do an extreme closeup on her hand in some cutscene. Also, the backing audio in those vids is really annoying!

Are the muscle deformations anything new? I presume they're using blend shapes from the scans, or artists matching the scans.
 
Why do they need fingerprints? They'll be LOD'd out of visibility, unless they do an extreme closeup on her hand in some cutscene. Also, the backing audio in those vids is really annoying!

Are the muscle deformations anything new? I presume they're using blend shapes from the scans, or artists matching the scans.
What you mean why do they need them? Cause they can!:yep2:
 
Why do they need fingerprints? They'll be LOD'd out of visibility

They've implemented some sort of subsurface scattering for surfaces with anisotropic pre-filtering & a compressed temporal ambient occlusion field component. It'll look great in motion.
 
I'll just leave this here...
Ass physics, boob physics, tan lines

:LOL:
 
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