Art and freakily proportioned game models *spawn

The thing I noticed most about the Kingdom's of Amalur demo player model was the shrunken head. I though it was just cheap, lousy artwork, and not an actual style. I'm quite frankly scared that such ridiculous proportions can be considered a preferential aesthetic. :runaway:

You should see the models in some Korean MMOs. Take the first picture linked in this thread. Make the chest half as big. Make the hips twice as large. Shrink the head a little bit more. And that's what some there consider a sexy female model in those games. :)

Regards,
SB
 
After playing Magna Carta 2 I don't think it was a good representation of Hyung Tae's style. Especially compared with Blade and Soul that follows it more faithfully in my opinion. I was pretty vocal about the game's rendering of the art when it first came out but many people didn't see the same issues that I did. Hard for me to find any decent shots of Magna Carta character models in their environments. But here is a screenshot of mine from Blade and Soul, there is a subtle difference in how the characters are modeled in relation to HTK's art.

ifYJiaGYrZ2vd.jpg


In MC2 it felt like they tried to 'correct' HTK's body proportions and forgot to correct the head size

MC2
magna-carta-2-screens-20090421033133202-2826621.jpg



Typical HTK art for females are extremely long legs (I'm talking Bayonetta territory) with wide hips that temper down to near points towards the ankle/feet. Granted not all follow that model to the T, sometimes he might not go for long legs and might make them more proportional to the rest of the body but keep the wide hips.

Like this
http://s4.zerochan.net/Blade...Soul.full.1212910.jpg
 
These models appear to be more faithful to the original work of the artist unlike the previous shot which looks creepy

I agree. For what it's worth.

Respect, to each his own. I think for MC 2 It could be the hair effects and lighting that may be the cause in change of style; because the characters still do maintain their anime traits in the second game.

I thought it was much better over the first installment.
mmy2ox.jpg

jpis9c.jpg

6z7seh.jpg


now whether or not which looks close to the artist's work, blade and soul runs off of an older build of the UT3 engine; which didn't have support at the time with soft hair effects. so it instead uses outlines on their hair. In an art sense which is closer to art, outlines are the way to go. so Blade and soul looks closer because it looks a bit more cell shaded.

Bayonetta comes to mind for having a strange figure. Everything above her chest looks shrunk.

Hideki kamiya said he took features from "Audrey hepburn" as she was one of his favorite actresses of the 60's. (Pic of Audrey hepburn)

------

For the Dreamfall Chick she doesn't look out of shape to me, it's certainly nothing like (this).....
..........and this is real life we're talking about.
 
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The thing I noticed most about the Kingdom's of Amalur demo player model was the shrunken head. I though it was just cheap, lousy artwork, and not an actual style. I'm quite frankly scared that such ridiculous proportions can be considered a preferential aesthetic. :runaway:
Well, at least the game tried to look like a game and not hiding it, unlike David Cage's style.

I consider David Cage to be the king of the uncanny valley characters, and the human likeness of his characters is quite disappointing, so is he, his theories and his games. I am not a big fan of him tbh.

For example...:(

hurrrr-gñe-e1362739324495.jpg
 
Well, at least the game tried to look like a game and not hiding it, unlike David Cage's style.

I consider David Cage to be the king of the uncanny valley characters, and the human likeness of his characters is quite disappointing, so is he, his theories and his games. I am not a big fan of him tbh.

For example...:(

hurrrr-gñe-e1362739324495.jpg

Let's be fair here: If you go through a movie scene on a frame by frame basis, you're gonna find odd/horrific/goofy looking facial expressions of real people as well.
Also, the faces and facial animations in his latest game have imrpoved tenfold over the last. Let's hope the writing does as well.
And while I wasn't really sold on Heavy Rain as a game at all, I'm still glad there's someone out there willing to spend that kinda money on something that doesn't quite fit in with chickenshit AAA games mold.
 
I dont understand what cyan is going on about. for non prefilmed cgi in a game (I assume they are?) those are brilliant.
then again Ive never experienced uncanny valley
 
The facial animations in Heavy Rain were freaky, and not just a random frame here or there.

They've built better facial rigs and mocap for Beyond, but all the facial wrinkles are still completely static, which is going to be very disturbing on Dafoe's face in particular.
 
Let's be fair here: If you go through a movie scene on a frame by frame basis, you're gonna find odd/horrific/goofy looking facial expressions of real people as well.
Also, the faces and facial animations in his latest game have imrpoved tenfold over the last. Let's hope the writing does as well.
And while I wasn't really sold on Heavy Rain as a game at all, I'm still glad there's someone out there willing to spend that kinda money on something that doesn't quite fit in with chickenshit AAA games mold.
The thing is that he think his games are better because of puerile reasons. Heavy Rain's developer has been parroting about that for a while, as if his games were better than other games just because he fells that his games are what videogames should be. I'd say that's not the case at all.

Okay, more characters walking into the uncanny valley territory... This time from Activision's next gen shooter.

http://kotaku.com/activisions-next-gen-soldier-graphics-have-crawled-str-461281401

ku-xlarge.jpg






k-bigpic.jpg


This is a bonus, a character that looks nice, still unrealistic:

sophie-1.jpg
 
I forgot to mention that the most convincing virtual actor (well, actress) ever was called Sophie or something like that. Maybe Laa-Yosh knows, but I read an article on the subject the other day -BBC news- and forgot her name.

EDIT: Found it!! her name is Emily.

 
Emily was the prototype for the techniques used in your previous post, however there's only face replacement. In HD that video does not look that much better than the real-time rendered head of that soldier woman.

Your "bonus" image is far more terrifying IMHO.
 
@Cyan: The bonus image is uncanny valley material indeed, but the soldier, I thought it was amazingly realistic. The only thing that would put that into uncanny valley would be bad animation, it seems, to me at least, superbly realistic, barely distinguishable from an actual photo.
 
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