Its not just that though. Light sources seem reduced too
Nah, watching the video again i think its just the green hue IMO.
Its not just that though. Light sources seem reduced too
Nah, watching the video again i think its just the green hue IMO.
Probably. The videos both seem around the same quality I must admit. But even there there are some occasions where lighting seems lacking compaed to the previous trailer
Its not just that though. Light sources seem reduced too
Yeah, IMHO Snake's face has a lot of painted shadows in the color texture, taking the looks back to previous gen. It allows them to use a single point light, with shadows, and a generic ambient light that effects everything at a constant value. It's a performance tradeoff, but it'll look a bit flat if your object is completely shadowed from your only light source as you'll loose your normal mapping without a point light and it will also weaken the contrast of the image.
At least that's my idea, now, look at the banding on the armor on his shoulders and arms in this shot:
http://images.playsyde.com/gallery/public/4361/899_0001.jpg
Either their shaders are running at a terribly low precision, or the banding is a result of compressed textures - which means there's shading detail painted into it.
It's also quite sure that Snake no longer has 60.000 polygons in his hair or mustache, not even in his entire body.
I'm not saying that it's a bad looking game, but it really looks like they're scaling it back a little.
more the result of the cubemap lookupAt least that's my idea, now, look at the banding on the armor on his shoulders and arms in this shot:
http://images.playsyde.com/gallery/public/4361/899_0001.jpg
Either their shaders are running at a terribly low precision, or the banding is a result of compressed textures - which means there's shading detail painted into it.
come on, Laa-Yosh, it's a daytime outdoors scene, how many light sources do you expect to see there?
as re the ambient light, they may just as well have ambient occlusion maps in there - one can't tell that from that single shot.
dunno about the banding (i find it rather unlikely that they may have pre-baked any shading in there - it may be some lower precision intermediate step somewhere)
Yep. Think of all those movies that turn on great big lamps or unfold reflectors for daylight shooting. To add interest, there ought to be artistically placed local lights around the level, even if just to add some fake GI scenery light.Lighting shouldn't be done to be realistic, it should be done to look good. There's a big difference.
There is a lenghty thread about that, from a year ago.
http://www.beyond3d.com/forum/showthread.php?t=23601
Lighting shouldn't be done to be realistic, it should be done to look good. There's a big difference.
No occlusion maps for anything that moves, like characters.
That low? It's painted by hand. Into the texture.
And not just on Snake but on every other character, Gear, and weapon.
Or, if you disagree, provide a reasonable counter-argument, other than 'I find it unlikely'
come on, Laa-Yosh, it's a daytime outdoors scene, how many light sources do you expect to see there? as re the ambient light, they may just as well have ambient occlusion maps in there - one can't tell that from that single shot.
Yep. Think of all those movies that turn on great big lamps or unfold reflectors for daylight shooting. To add interest, there ought to be artistically placed local lights around the level, even if just to add some fake GI scenery light.
and still i never saw this stopping somebody from using occlusion maps on chars.
hand-painted specularities on everything? links, please.
right. how about common sense?
TGS 2005. At E3 they had some teaser using MGS3 assets that didn't really give us any idea what MGS4 would look like.Didn't Kojima demonstrate the MGS4 engine at some time after E3 2005?
TGS 2005. At E3 they had some teaser using MGS3 assets that didn't really give us any idea what MGS4 would look like.
Well at E3 2006 they did have a new video to show. Remember that was the first time we saw Snake ready to merc himself?
Which is basically the same as painting shading detail into a texture, right?
I know the technique, used it some three-four years ago...
Not speculars, shading. Diffuse shading, look at all the shots there and you'll find plenty of examples.
And common sense already dictated that they won't have 60.000 polygons in the ingame character's hair back in 2005, all we're seeing now is Konami/Kojima realizing that.
Why would you accuse him of 'picking' on it? Laa Yosh is not some scholyard bully, you need to seperate your emotions from a simple discussion about GFX.