Accurate human rendering in game [2014-2016]

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If characters are this detailed during gameplay then it's all just a waste of resources. I also find funny how every footage shown from the game has zero aliasing issues when the actual game doesn't even have an AA solution implemented yet. Like with every Early access/crowd funded game i'll be waiting for the final product to judge for myself. Looks cool when downsampled from god knows what res though!
Yet despite all the checkboxes they're ticking, the Gary Oldman stuff and the little Mark Hamill snippet didn't look particularly convincing.

Yes, animation especially looks a little off and i can't quite put my finger on it.
 
If characters are this detailed during gameplay then it's all just a waste of resources. I also find funny how every footage shown from the game has zero aliasing issues when the actual game doesn't even have an AA solution implemented yet. Like with every Early access/crowd funded game i'll be waiting for the final product to judge for myself. Looks cool when downsampled from god knows what res though!


Yes, animation especially looks a little off and i can't quite put my finger on it.

No it is not. Because you will talk and interact with them in gameplay. Not in a cinematic or static camera. They have very few cinematic sequences. 95% of the used Suqadron 42 performance capture (10 hours) with face animations etc. is for gameplay sections with full player control. They don't want that the player loses the control. For more immerion. I like that approach.

It is a 1:1 capture: http://67.227.255.239/forum/showpost.php?p=186139538&postcount=139

Publishers doing the same. Polish comes later. Look at Horizon. There is no AA at all. They have to eleminate blockers first.
 
The recent Detroit trailer was very polished too. Same goes to DriveClub with downsampled aliasing free trailers and (often) UHD screenshots. And this is fixed hardware.
 
The recent Detroit trailer was very polished too. Same goes to DriveClub with downsampled aliasing free trailers and (often) UHD screenshots. And this is fixed hardware.

And this is why i am saying i'll wait for the finished result before judging. I didn't like what i played from the Alpha(?) 2 months ago but that's what it is, an Alpha.
 
U4 has a brand new charachter
Uncharted4NadineRoss.gif


 
New antagonist is played by voice actress Laura Bailey
laura-bailey-nolan-north-uncharted-4.jpeg


She is best known to modern gaming audience by playing the role of neon-powered speedster Fetch in the Second Son/First Light
 
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She looks evil. That is the face of evil and I will not trust her! :devilish:
 
Quite a strong if fluent reduction in detail from cutscene to gameplay. Seems like either a morphing system or otherwise a tesselation like system that changes detail dynamically.
 
The detail on their faces are unfathomable I tell you, the lighting and shadow are so natural, so soft, materials look so genuine, not only that but assets in general are of extremely high quality as well. Could it be some fancy LOD technique too?
 
Uncharted 4 - Acting, Motion Capture and Tech #2


No performance capture for the facial animations? I thought I had read that they would use it.
 
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