Alex11
Member
Idk, it looks a bit boring in DS2, yeah lighting is a bit flat, but the whole scene is, so the character doesn't seem out of place. Maybe I need to play this to notice it more, but I really don't want to, like at all.yeah there are some edge cases where it breaks. I dont mind though, even at its worst it looks kinda cool lol.
The problem isnt day/night cycles or static enviornments. Games with baked lighting have lighting data baked into the textures. They cant do that on a character that is constantly moving around. Even in games with realtime gi, the lights dont bounce around enough for characters to get that light bouncing off of their faces/clothes etc.
here is a comparison between DS2, same baked lighting, open world with day night cycle, same engine, and HFW. You can see just how bad Sam's character model looks here without the lighting rig.
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The 2nd shot of HFW is amazing, but in the 1st, she's a bit out of place.
Look, don't get me wrong, I'm playing it now, I think the game looks amazing and that "hero light" looks amazing in cutscenes and good 90% of the time, outside. The problem is inside locations and the transitions between.
IMO in Horizon games this character lighting rig it fits, the visuals, are more vibrating, a tiny bit stylized, DS takes a more realistic approach, at least the 1st one.
So yeah maybe something like this could have worked in RE9 outside, although a bit less intense to fit the tone and style of the game, but inside tone it down or have some other tricks.
Yeah, and there are other characters that look the same or maybe better, I'm not seeing anything so impressive here.RE9 is great but is playing catch-up, Callisto already stole the crown , also Dante in DMCV was as detailed as Leon on the previous iteration of the RE engine , mind you!