Atsim said:I agree, the skin doesn't look very good when compared to GOW. The scans look high enough quality to allow for comparison I think...
_leech_ said:You've got to be joking
Atsim said:I agree, the skin doesn't look very good when compared to GOW. The scans look high enough quality to allow for comparison I think...
Yes, they went for a painted look and obviously it works because that'a what you think it looks like.PC-Engine said:So you're saying MGS4's goal was to make character's skins look like painted paper?
Move on from what? You've said your bit, now I'm saying mine. It's called a discussion.BTW you asked why I think RE5 looks better so I told you. Time to move on...
You are mistaken. I'm not trying to disprove any argument. I'm just having a polite debate on the merits of different game engines, trying to understand your criteria to the basis of your assertion that GOW and RE5 look better than MGS4.I think you're starting to grasp for straws now seeing you have a weak case trying to disprove my argument.
To look realistic a renderer needs to try and simulate the shading and lighting of real life. One way to gauge a renderer's realism is to compare it to real images. Like I say you won't find that sort of specular colouring in real-life photographs. It's not realistic. Whereas the soft lighting of MGS4 or the high contrast, controlled specular highlights of GOW are to found to photography. Of course the Otacon image has weaker cloth shading which you've pointed out. I wonder why you notice that but not the obviously 'plastic' look of RE5?Nobody said the skin shader in RE5 is duplicating reality, but it does look realistic whether you think so or not.
How can you determine from looking at a screen-grab how many textures a model uses? What does single texture look like? Does a single texture photo of a house mapped onto a rectangle look like a single texture, whereas a model of a house with bricks, dirt, bumps and lighting textures look like a multiple textured model? How many textures does Marcus have and what are they for?MGS4's character skin looks single textured, flat, and paper like.
mckmas8808 said:Now you've got to be joking too.
PC-Engine said:Why is it a joke? Because it doesn't agree with you?
LOOK AT THE OLD GRANDPA SNAKE!!!
mckmas8808 said:That post reveals why you are saying what you are saying. I bet even when you see the video you will have something negative to say about it too. Do you have anything good to say about the MGS4 pics?
Yes, they went for a painted look and obviously it works because that'a what you think it looks like.
To look realistic a renderer needs to try and simulate the shading and lighting of real life. One way to gauge a renderer's realism is to compare it to real images. Like I say you won't find that sort of specular colouring in real-life photographs. It's not realistic. Whereas the soft lighting of MGS4 or the high contrast, controlled specular highlights of GOW are to found to photography. Of course the Otacon image has weaker cloth shading which you've pointed out. I wonder why you notice that but not the obviously 'plastic' look of RE5?
blakjedi said:MGS4 is possible on 360 also it would just take a different progamming approach. Unfortunately it will be easy to benchmark the Unreal engine across platforms but impossible to do with the MGS engine.
I'm not talking about duplicating every single aspect of realism. I'm talking about the basic systems used for ages, the important key material elements that affect realism. Things like diffuse lighting, specular lighting, bumps, colouring, self-shadowing. Perhaps the terms I used confused you into thinking I was talking about more complicated shading techniques?PC-Engine said:Your assertion is rediculous. It doesn't need to duplicate every single detail to look realistic, unless you're talking about complete photorealism which nobody is talking about.
RavenFox said:Anyway the video will prove all.
Phil said:So in other words, since it's "impossible" to use MGS as benchmark across other platforms, you do in fact agree that your prior sentence is completely unsubstantiated.
In fact, without knowing what Kojima is using, I doubt it would be easily possibly simply because CELL and Xenon are quite different. I'd say that any game using both CPU's full potential would not be possible on either other hardware. Of course, *if* Kojima's team forgot that there are SPEs on CELL and all other architectural strengths that are unique to each platform - you'd maybe have a point. But how likely is that? Err... not at all. There's no need to be making unfounded claims.
blakjedi said:The rest of what I said was "MGS4 is possible on 360 also it would just take a different progamming approach." It already addressed your whole post.
BTW exactly how is it possible to use the MGS engine as a benchmark across the two systems unless it comes out for both systems (which is very unlikely?)