I think Ratchet & Clank can have a CGI look during its cinematics for a random guy.
Obviously, someone working in Pixar will immediatly see many flaws.
In some areas I have to say that this version looks more pleasing to the eye compared to the very first Toy Storyeven if it's not on the same level technically, at least for some parts, they really nailed the look.
Precisely, if we're purely rendering something for the sake of being real time in a very controlled level such as The Dark Sorcerer, we would probably reach far beyond Toy Story 1 graphics. However in a game environment I still think Ratchet & Clank does a better job than KH3, if we're rendering Toy Story's segment with Insomniac's engine it's gonna be more impressive.Though true, the engine wasn't created to get as close as possible to Toy Story. As such it doesn't represent an accurate benchmark of how close we can get. Heck, the engine doesn't even have decent AA which many other games have, so the low IQ versus Toy Story is well below what could be achieved.
Character models (and environments probably as well) are noticeably low poly, with normal maps. The first Toy Story had NURBS for most geometry, so everything was perfectly smooth.
I was lucky enough to work on the original Toy Story as part of the team that worked on our rendering software RenderMan, and also had the opportunity to dust off those resources again when we redid Toy Story for 3D theatrical and Blu Ray release in 2011, some fifteen years later.
By modern standards, Toy Story would be considered positively quaint. In terms of geometric, shading and lighting complexity, it’s pretty clear that modern video games are well beyond what we could achieve in hours back in 1995. I don’t think it would be especially difficult (albeit still not trivial) to write rendering software that could produce frames of equal quality or better quality at interactive rates. The likely bottleneck would not be rendering per se, but rather generating the geometric models through our modeling and animation system and parsing the results for rendering.
There are some things about the way lighting and speculars look in the original that make me feel unease. Or probably its the facial animations. I am not sure. It gives me an uncanny valley vibe
They're using an extremely simple 1970s lighting model thats prolly why the lighting looks crap.There are some things about the way lighting and speculars look in the original that make me feel unease. Or probably its the facial animations. I am not sure. It gives me an uncanny valley vibe
It's very fake. The lighting and shadowing has no GI calculations, so it's all artistically placed and thus inaccurate and nothing fits together. Missing contact shadows are a killer. Plus the shading is absent - it's just phong. Everything's various flavours of plastic.There are some things about the way lighting...