Nevertheless pictures of other characters would be interesting.
I agree, I'll have to get some
Nevertheless pictures of other characters would be interesting.
How do other characters look in comparison at the same distance. From my point of view it is not enough to have a handful of characters who look very good to say that a game has very good characters. There should already be at least 20. Better would be over 50 characters with such a quality in a game or best all characters have about a similar quality. Even random NPCs.
For example I find the characters in Watch Dogs 2 poor during gameplay. This would hardly be noticed by a player because most never see the characters from a close distance. During cutscenes they look very different compared to gameplay. Horizon is several levels above those Watch Dogs 2 characters in gameplay.
Well, that's somewhat nitpicking considering the gameplay camera is far from these NPC's typically. The only time you would notice this flaw is Photomode, really. But I get your point, self shadowing definitely adds to the visual consistency. Next gen, hopefully!The difference in shadowing almost makes one yearn for a PC version. The same thing happens in TW3 on PC even, but there are mods which enable the highest character LOD and per-object shadowing even outside of dialogue scenes. It goes a long way to getting rid of that horribly glassy eyed look you see in the screens above. ^^
BTW, how are the idle character animations for NPCs and Aloy (Aloi?) outside of dialogue scenes? Does she blink, move her mouth, face etc. when just standing still? Same with other NPCs? Or do they take on bethesda death stares?
http://www.cartoonbrew.com/vfx/cg-actors-logan-never-knew-149013.html
I feel that the next generation could get very close
- Everything is raytraced: lighting, shadow, shading - so everything will look more realistic. One very obvious example is how the ingame eyes lack the refraction of the cornea and thus they look very different from a real eye:
The pupil is actually deeper inside behind the lens, but the strong refraction makes it look like it's closer to the surface.
....
Decima probably has more selfshadow casting light sources specific to Aloy than UC4, it's puzzling how they managed to do that over a non open world game . Also not sure if Area light is present here, one would think something like that used for a linear game such as Shadowfall would be absent here.A small update on Aloy, I think she might be the most detailed and well balanced mc model I've seen during gameplay. Nate is nice and all but he usually lacks this nice soft self-shadowing that is at all times present for Aloy(except maybe in edge cases that I might have not witnessed yet). At first i thought self-shadowing might have a very aggressive lod to it but it seems like that's not the case, I haven't been able to completely remove it no matter how far away i pull the camera, one example:
A small update on Aloy, I think she might be the most detailed and well balanced mc model I've seen during gameplay. Nate is nice and all but he usually lacks this nice soft self-shadowing that is at all times present for Aloy(except maybe in edge cases that I might have not witnessed yet). At first i thought self-shadowing might have a very aggressive lod to it but it seems like that's not the case, I haven't been able to completely remove it no matter how far away i pull the camera, one example:
Closeup
As far away as I can drag the camera in this instance
Some gameplay captures
https://abload.de/img/horizonzerodawn_20170o0ju9.jpg
https://abload.de/img/horizonzerodawn_20170lnjuo.jpg
Closest I can get with photomode to her nose/eyes
Her hands
You can notice the slight vascularity in her arms
https://abload.de/img/horizonzerodawn_20170ulka7.jpg
3D belly button... with self shadowing
Skin detail closeup
misc: Her shadow is always extremely detailed but slightly soft, Aloy is different than the rest (except when in cutscenes)
https://abload.de/img/horizonzerodawn_20170p4kwu.jpg
I have a theory but it's better to wait for Guerrilla to detail what they are doing with shadows. Overall, that's a pretty damn good effort I'd say, especially so on a limited resource system that is a console. I'd like for her iris to dilate during gameplay and cutscenes, that'd be a nice detail, don't know if that's an easy task.