https://www.youtube.com/watch?v=tAC-DMsYm0s&feature=youtube_gdata_player
http://api.viglink.com/api/click?format=go&key=de2ccb8ca8943c06669720e0a267a9f6&loc=http%3A%2F%2Fwww.neogaf.com%2Fforum%2Fshowthread.php%3Ft%3D558770%26page%3D4&v=1&libId=49dd7d7d-76ec-4640-b34a-fe9adfc76bfb&out=https%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DV2FuIQdG1e0%26feature%3Dyoutube_gdata_player&title=The%20Last%20of%20Us%3A%20New%20Previews%20-%20Page%204%20-%20NeoGAF&txt=https%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DV2Fu...e_gdata_player&jsonp=vglnk_jsonp_13688972072207
two walkthroughs of the latest beta build of the last of us
I was just watching the youtube video and I got surprised by the sound. Around 1:30-1:38 in the video while Joel walks away from Ellie, I could swear its as if Ellie's voice was shifting position until I could hear her behind me. And that from my laptop speakers. How did they do that surround sound trick through the youtube video?
Nextgen games like Quantic Dream's stuff is probably going to get even more dense, as the facial expressions can get more convincing and it's also easier to slide the skin over the muscles and bones if you have more geometry.
They're pretty much converging with the level we're doing, when the mesh is dense enough to actually form the little folds and wrinkles, instead of just fading them in from a secondary wrinkle map.
Although, this would make it near impossible to re-use the mesh and thus the bone weighting. Painting the influences for those 98 bones must be quite a chore to do, even once.
Anyway, I wouldn't be surprised to see 15-50k polygon heads in next gen games focusing on characters and acting.
https://www.youtube.com/watch?v=tAC-DMsYm0s&feature=youtube_gdata_player
http://api.viglink.com/api/click?format=go&key=de2ccb8ca8943c06669720e0a267a9f6&loc=http%3A%2F%2Fwww.neogaf.com%2Fforum%2Fshowthread.php%3Ft%3D558770%26page%3D4&v=1&libId=49dd7d7d-76ec-4640-b34a-fe9adfc76bfb&out=https%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DV2FuIQdG1e0%26feature%3Dyoutube_gdata_player&title=The%20Last%20of%20Us%3A%20New%20Previews%20-%20Page%204%20-%20NeoGAF&txt=https%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DV2Fu...e_gdata_player&jsonp=vglnk_jsonp_13688972072207
two walkthroughs of the latest beta build of the last of us
The flashlight no longer cast shadows and no dynamic bounced lighting either
The flashlight no longer casts shadows and no dynamic bounced lighting either
But I saw the dynamic bounced lighting in the youtube video before it was taken down.
The first video there shows the flashlight not casting shadows and not bouncing light. The second one shows the flashlight casting shadows but not bouncing light either.Look on Daylimotion not blocked when I'm posting…
http://www.xboxygen.com/Le-Plus/Sony/The-Last-Of-Us-40-minutes-de-gameplay
Yeah, sure.
FACS is for facial action coding system, developed by Dr. Paul Ekman and his team in the `60s to get a way of describing facial expressions of patients in mental institutes, so that the doctors could compare exactly what's going on instead of trying to describe it or draw it.
I think it can also be used to detect subconscious ticks and such that the face does when lying, and there's a TV series with Tim Roth about it as well?
Action units are based on what the brain can tell the facial muscles to do, not on the individual muscles of the face or what we call expressions like anger or sadness. Those larger expressions can almost always get decomposed into a set of AUs with various weights for each.
For example a nice smile usually involves the Lip Corner Puller but also the Cheek Raiser to form the crow's feet around the eyes and perhaps stuff like Inner and Outer Brow Raiser and Upper Lip Raiser and so on. But leave out the Cheek Raiser and it's suddenly a fake smile.
There are detailed descriptions on what muscles each AU fires, I think they even did some research with electrodes and such. Lots of facial expressions use AUs unintentionally although getting into the evolutionary and behavioural aspects would be too much for me
They also included head turns and gaze directions but this is irrelevant to facial rigging, btw.
The big advantage of FACS is that since the system uses small elements, there's an almost limitless number of expressions that can be built, and the face can move into an extreme position and still act from there (like look pretty angry with all muscles compressed and then start to talk or shout). Lip sync is also not about dialing phonemes like E and F and M, but using the various AUs to shape the lips.
The idea to use this approach in CG facial animation is kinda old by now, but the first big example was Gollum. The main reason it took such a character is that there was an inherent problem with combining to many AUs and getting a result that looks unrealistic and disturbing and kinda messed up altogether. Weta solved this by creating 'fix' shapes for practically all the thousands of combined expressions and mixing them on top of the base shapes. This involved a LOT of work but the results were amazing. Also the animators had to learn how AUs work and it was somewhat against traditional 2D animation approaches where realism was secondary, as stylization helped with readability. We all recognize a smiley face, after all (I'm told even babies do).
Today FACS is sort of an industry standard, especially after Avatar, Apes and Hobbit have taken it to a new level. But FACS was also used for Benjamin Button, Dobby in Potter 7, the CG Guy Pearce in Iron Man 3 and so on. So it was inevitable for games to implement it as well.
Last of Us is using pre-set values for bone rotations and translations to create AUs, and adds blendshapes and wrinkle maps on top. Halo 4 is not using a direct implementation of FACS but it's very similar, and it's completely blendshape based but also using wrinkle maps (and not just normal, but color as well).
I think Beyond is still not FACS but a direct transform based approach, as they're capturing from the same actor that was used for the CG model. They'll probably have to switch for PS4 projects though.
I am pretty sure I see bounced lighting at 17:30 once in the room in the first video. Also at around 18:40 where he gets out. Some subtle bounce at around 19:33. Its harder to see the effect because unlike the previous video this takes place during daylight. The light coming from the windows partly overshadows the dynamic change in light bounce caused by the flashlight movementThe first video there shows the flashlight not casting shadows and not bouncing light. The second one shows the flashlight casting shadows but not bouncing light either.
At those moments the brightness increases but that's because the HDR eye adaptation kicks in. No bouncing light there. Also, there are certain rooms where it's pretty dark so that alone doesn't explain the lack of the effect (or the lack of shadows).I am pretty sure I see bounced lighting at 17:30 once in the room in the first video. Also at around 18:40 where he gets out. Some subtle bounce at around 19:33. Its harder to see the effect because unlike the previous video this takes place during daylight. The light coming from the windows partly overshadows the dynamic change in light bounce caused by the flashlight movement