PS2 and fur shading -56k beware-

Well! SO3's fur looks really, really bad with some horrid artefacts all over it.

I'd say the description of 'blur shading' fits it best...
 
What do you guys think about this?

fat6.jpg


From Fat and Slim from Attention To Detail

Here is the full story:

http://www.gamesdomain.com/articles/1343.html

"Fatman & Slim is a unique and challenging character based game. Players take on the role of Fat Man with an aim to save his chic chick girlfriend Slim. Encountering many puzzles and worlds along the way, Fat Man with his number of changeable states can roll, bounce, float and even crush objects to aid himself in his quest. All of which makes Fat Man & Slim a fun, tense and testing gameplay experience. "

Some scans:

http://www.atd.co.uk/images/gamesdev/fatman/psi2_scan1.gif
http://www.atd.co.uk/images/gamesdev/fatman/psi2_scan2_page1.gif
http://www.atd.co.uk/images/gamesdev/fatman/psi2_scan2_page2.gif
http://www.atd.co.uk/images/gamesdev/fatman/edge_scan1.gif
 
Yeah, I was reading how it works - laying planes over and over each other each textured with a texture that is a 'slice' of fur, grass, etc. that you want to present. Still, I was under impression that it for some reason still requires an advanced texture combiner, or at least a massive amount of polygon layers.

Well that just deals with generating the shells, you have to render another separate texture for the fins as well. Doing all that on the PS2 cake though, the hard part (where fancier combiner hardware comes into play) is with more sophisticated lighting models (anisotropic, BRDFs) to enhance the appearence as well as dealing with shadows...

As far as the quality goes, I have to agree with Kolgar's statement, and go out on a limb as well and point that amongst the 3 titles the scale of Star Ocean 3 rather dwarf's (it's been in development for what seems like ages, and screens for it have been around since last November) the other two titles so I'm willing to overlook what appears to be straying shells (assuming the arm is moving) on a minor creature...

Also aside from what looks like staying shells on the right arm, the SO3 monster looks ok to me. The style of hair/fur of each of the games is quite different (not all fur should look the same anyhow), and the SO3 monster appears to be along the lines of a Wampa Ice creature (like a fluffy shag). I guess one would have to compare it to the artist's concept to see how much deviation there is...
 
i got a gdc 2002 paper about 3d textures and dot3 bumpmapping some times ago.In this paper there's also a "how to " for fur rendering from Sony's R& D (16 passes at the time ! :) )

The result sure looks exactly the same than the xbox fur or gamecube fur or PC fur (the first to come),hey , maybe because it's made in allmost the same way ,except for the use of 3d texture (not supported on ps2) !!

it basically takes a 3d noise texture to generate piled offsets and of the same base geometry ,alpha-ed .

Some fins are added then along the edges to complete the perceptual effects.

I don't see any fur shading int Chad's screenshot ,only adjonction of some alpha detail on a standard modeling.
 
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