Factor 5 shows its first PS3 game

Shifty Geezer said:
I can't think what more you'd want to do for muscle simulation. How advanced can you go?

The problem with joint rotation based morphing is, that it has difficulties handling any joint with more than one rotation axis - like the hips and shoulders, which are usually the hardest to set up properly using any method. The solution is to work with poses and pose-space based deformations - but that will take a lot of blendshapes, for example ILM's Hulk had about 150 or so shapes, all sculpted individually. That's a lot of work... and they also had to do a lot of shot-dependent fixes.
Also, it wont get you proper secondary dynamics, to show jiggling flesh and wrinkling or sliding skin. The Hulk used some extra springs inside his limbs, and a cloth-like simulation to keep his skin from stretching and distorting. The illusion of muscles moving under the skin is created by differentiating between the form and the surface texture, and animating them differently. When that bicep flexes, it's moving under the skin, not with the skin.

Other solutions are to actually build up muscle masses from tubular objects and have them flex and bend and jiggle as necessary; and then, simulate the skin sliding and wrinkling effects. Weta used this for Gollum, as did Tippet Studio for Hellboy characters and most of their other shows, I assume.

So the first method is more artist-driven, but takes a lot of artist work as well. The second is more technical, and also takes a lot of time to set up and is more prone to errors.
Implementing them in realtime is probably not going to happen with this generation - pose based deformation takes a lot of extra memory for all the shapes, muscles are far too expensive to calculate, and in both cases you can't wait for hours to simulate the skin...
 
Evil_Cloud said:
HIGHLIGHTS:

o Algorithmically created Unit Behavior - Algorithmic behavior description allows for non-scripted character and object motion. Objects interact with each other based on their behavior description, rather than on pre-programmed functionality.

Hi @ all,
what does that mean exactly ? Is this just about physics or is it an AI thing (maybe similar to what Oblivion has)?
 
macabre said:
Evil_Cloud said:
HIGHLIGHTS:

o Algorithmically created Unit Behavior - Algorithmic behavior description allows for non-scripted character and object motion. Objects interact with each other based on their behavior description, rather than on pre-programmed functionality.

Hi @ all,
what does that mean exactly ? Is this just about physics or is it an AI thing (maybe similar to what Oblivion has)?

Could be a mix of both, but mostly AI.

But don't pay too much heed to that, at least as it relates to Lair - Evil_Cloud pulled those "highlights" from 3DO's Dragon Rage ;)
 
gasses in the asses make them turbo fly ;)

looking forward for the next media we will see.

if only they could bring out a next Gen turrican (but nobody is going to make a 2d side scrolling platformer nowadays ... :()
 
hey69 said:
looking forward for the next media we will see.

if only they could bring out a next Gen turrican (but nobody is going to make a 2d side scrolling platformer nowadays ... :()

I second that. STRONGLY. Where is Thornado hiding? You ba****ds!!1 :D
 
Guden Oden said:
Two common problems with fantasy dragons, that this game replicates as well:


So? It's called fantasy for a reason.

Fafalada said:
Haven't you watched that Dragon cartoon or what was it called. They explained clearly that Dragons are like hydrogen baloons, they need gas to levitate, wings are just for steering and movement.
:oops:

The Flight of Dragons...by Peter Dickinson. :p
 
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Alstrong said:
So? It's called fantasy for a reason.
Nothing wrong with a bit of realism even in a fantasy world. Better adherence to the actual workings of physics leads to greater immersion in the fantasy world. Having dragons with the size/wing area relationship like the one in Shrek just looks dumb. The one in Dragonheart is better, but the wings are still too damn small. Look at a bat, that's the way to do it properly.
 
EndR said:
Factor5 does good gfx, problem is that gameplay is lacking. Turrican is still their "funniest" game...

will be interesting to see what they can muster out from PS3..


I agree completely about the poor gameplay, but I've always wondered if that was Factor5's fault, or the result of dictation from LucasArts. (Their parent company)

It will be interesting to see what they can do with a new ip and their own vision of what it should be.
 
The game looks extremely impressive, IMO. Especially the full-body muscle animations.

One small gripe though... The dragons seem too shiny... unnaturally shiny. Ah hell, what is natural for a Dragon anyway? :p
 
Gholbine said:
One small gripe though... The dragons seem too shiny... unnaturally shiny. Ah hell, what is natural for a Dragon anyway? :p

Presumably they are reptilian. I'd simulate a crocadile skin when wet. :p
 
Gholbine said:
The game looks extremely impressive, IMO. Especially the full-body muscle animations.

One small gripe though... The dragons seem too shiny... unnaturally shiny. Ah hell, what is natural for a Dragon anyway? :p

Think of a wet Tyrannosaurus Rex. I'm sure you've seen one somewhere. I did and it was pretty shiny and.. wet...
 
Hmm... I don't know. Been watching it a few times over the last few minutes, and the shine just seems... a little too much. I realize it's raining, I just think they've gone overboard on... well... whatever that effect is!

Maybe my knowledge on soaking wet reptiles is a little hazy.
 
I recommend enrolling for an internet course on Reptilian Skin Appreciation.

The overshine might just be afault of the poor quality video. Most videos I've seen of games have excessive contrast.
 
Last time I checked it typically is not bright while there is heavy raining... especially what appears to be an overcast/night scene. ;) It does look very nice, but I think the shine is too much as well. It would look better to my eyes if they toned it down. Not a deal breaker (heh land missions in RS were though!!). It is early, titles get tweaked and adjusted so there is no reason to be too worried at this point.
 
Acert93 said:
Last time I checked it typically is not bright while there is heavy raining... especially what appears to be an overcast/night scene. ;) It does look very nice, but I think the shine is too much as well. It would look better to my eyes if they toned it down. Not a deal breaker (heh land missions in RS were though!!). It is early, titles get tweaked and adjusted so there is no reason to be too worried at this point.
Well i was pointing a very strong flashlight on the wet Tyrannosaurus Rex i saw and it was quite shiny. Guess it depends what lights are around the wet lizard thing.
 
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