Direct Feed Heavenly Sword Screens (E3 build).

Thanks Mmmkay ;)
regarding bloom, exposure, HDR, etc.. it's all about art direction, that stuff is not hard coded, it's parametrized and can be easily modified.
Exactly. Unfortunately if it ain't 'in-your-face-obvious' people confuse tasteful artistry with technical incompetancy. After finely adjusting your parameters to make an artistic rendering that fits snuggly between bare realism and the photographically dramatic, multiply all the settings by at least 3 to get people to notice them. Multiplying them by 5 or more will get you even more cred, when the effects can be clearly spotted in static screenshots and forumites the world over can point to your gaming having all these checklist features.
 
try it its a relatively simple thing to implement.
the problem with just using luminance for bloom is,

A/ everything gets it to some degree (even if its very little) + this washes out the scene
That's not correct, I've said we take in account how bright a pixel is but I did not say we do this in a linear fashion.More over when you alrady have several rendering passes you don't want to render something and composite it another time again :)

Marco
 
Hye nAo i have a couple of questions as well.

Why Nariko´s hair does not look like hair? i mean, it animates really well, but the hair looks like some red substance, was that simply a different artistic aproach?

Is it posible to have collition detection between Nariko´s weapon and hair? I have seen a lot of game having problems with the collision of hair. In HS E3 demo for example, i remember that when Dameen changed the weapon, Nariko´s hair was trespassing it, like if the weapon were not an actual object.

I know that this problem is not HS limited, since i have seen a lot of fighting games were character with large hair have that same problem, like the hair going through the body.

I would gladly apreciate if someone could explain me why almost all games have this problem with hair.
 
Hye nAo i have a couple of questions as well.

Why Nariko´s hair does not look like hair? i mean, it animates really well, but the hair looks like some red substance, was that simply a different artistic aproach?

Is it posible to have collition detection between Nariko´s weapon and hair? I have seen a lot of game having problems with the collision of hair. In HS E3 demo for example, i remember that when Dameen changed the weapon, Nariko´s hair was trespassing it, like if the weapon were not an actual object.

I know that this problem is not HS limited, since i have seen a lot of fighting games were character with large hair have that same problem, like the hair going through the body.

I would gladly apreciate if someone could explain me why almost all games have this problem with hair.


LOL it would be quite cool if her hair actually got cut by the blades... At the end of the game you'd have Nariko with short hair!! Tony&Guy Realtime Hair Cut Extreme Techology.. That would be a first.
 
I don't think this has been posted here yet:

http://www.dailygame.net/news/archives/005954.php

Most interesting snippet:

dailygame.net said:
What we saw at E3 was obviously an arena type area. Can you talk at all about the single-player portion of Heavenly Sword, and maybe some of the other levels we might see?
Basically you've got a half dozen chapters, and they tell the story of Nariko through her journey with the Sword. The environments are all very different, very varied. The chapter that that particular arena was in is part of a vast level built in sort of a water garden with waterfalls and beautiful scenery all around you, mountains all around, that sort of setting.

In the E3 demo there wasn't a player-controlled camera. How much work have you put into the camera to make sure it doesn't get in the way?
We take camera very seriously, we've put a lot of effort into it. We've used in-house tools that we developed ourselves and given them to our designers for maximum flexibility and maximum tweakability. To give the player a really cinematic feel, just a little tweak of just a couple of degrees makes all the difference, and our designers are able to do that, and they go through and make sure every single camera is great. Now having said that, the power of the PlayStation 3 controller, with the motion control, has opened a massive amount of possibilities, and we're really excited about those and are going to exploit those. Eventually, camera could be a very intriguing thing with motion control.

I guess that means nAo now has a better picture of what the controller is like? ;)
 
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