I believe they're somewhere around 7,000 polygons....recordings with wrinkle maps was the key to their facial animations.
they were also the reason why the game took up so much space.
Actually there are no separate wrinkle maps, as used in Uncharted or Mass Effect.
The textures are constantly animated (don't know if it's 15 or 20 or 30 fps) both for the color and the normal channel. Also there seems to be no spec or gloss channels or SSS at all.
The tech seems to be a dead end though, considering how much better both Halo 4 and Last of Us characters look... Although I'm not sure if LoU uses face capture tech at all.
Oh and Beyond is your standard optical mocap + joints system, not nearly as complex as Halo 4.
There's also a very complex solver to process the 2D marker data tracked from the face camera, and translate it into individual weight values for the blendshapes. This was apparently written by Corinne Yu herself (check her twitter, when she's talking with Carmack about covariance - that's the solver stuff).
They also must have some blended normal maps to augment the blendshapes because the mesh resolution isn't enough for skin wrinkles and folds.
Beyond just uses the 3D marker translation data captured using the regular Vicon mocap along with the body movement, to drive the joints in the face rig directly. They may apply some level of retargeting, but using the faces of the actors for the ingame characters reduces the need for that. They can also add some additional, automatic joint animation to try to fit eyelids onto eyeballs properly, keep the volume of the lips etc. But this is a more simple and traditional system and the results improved beyond Heavy Rain mostly because of better or more experienced artists IMHO.
LA Noire had practically no manual work, just a complex capture system to get the source data, a lot of processing to compress it to manageable datasets, and a streaming system to basically replay the exact performance of the actor. Very little manual work but lots of problems.
Compared to this, Both Halo4's and Beyond's system is much more flexible and practical - you can record body and facial performance at the same time, in complete sync. But you can also re-record the voice later, and you can use the data to drive any kind of character; both Cortana's and Lasky's face looks different than the actors, Cortana and Palmer are re-dubbed, and of course
Keith Szarabajka isn't as ugly as the Didact either
Actually there are no separate wrinkle maps, as used in Uncharted or Mass Effect.
The textures are constantly animated (don't know if it's 15 or 20 or 30 fps) both for the color and the normal channel. Also there seems to be no spec or gloss channels or SSS at all.
The tech seems to be a dead end though, considering how much better both Halo 4 and Last of Us characters look
from what i've seen it looks the same as usual, especially when you see quantum dream up close......makes me now wonder what the polygons numbers were for heavy rain. still looking for halo 4 details on polygon info, it's animations and detail are some of the best as a 1rst person shooter.
the air bags was one of joker's requests....with out them he would have gladly crashed the ship.... :smile2:, no, EDI's detail was always like that, the online community has a lot to do with DLC outfits and all those types of requests. Miranda of which has a few jobs done on her too.
Ok i found more outfits.....there's said to be at least over 30 total outfits in the game, and all of them are hard to locate the models. this particular costume is the same model of the Seltkirk Armor but with a different texture.
an other shot of it can be found here, i don't know the name of it though.
Sure no prob :smile2: , i owe it mostly to the people at XNALARA.com and the ones associated who took the time to do the extracting, and converting of the models so i can display the numbers.
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The poly numbers for the assorted games today are...