Dat Marius hair.
It's a shame some of the females hair in this game doesn't move as good as i hoped it would. They should have rendered the hair better in the cutscenes since they're pre-recorded anyways. Keep trying Crytek!
Dat Marius hair.
It's a shame some of the females hair in this game doesn't move as good as i hoped it would. They should have rendered the hair better in the cutscenes since they're pre-recorded anyways. Keep trying Crytek!
Lego City Undercover
Edit: Here's a whitepaper I found on the issues of hair.Why is hair always weird? Hair isn't made of fairy dust, it doesn't float around like that. Can't they still not make it look real-ish without having it wobble around the whole time?
http://www.cs.uiuc.edu/~yyz/publication/CartoonHair.pdfHair movement in cel character animation is sometimes
inconsistent. For example, there may be inconsistencies
in the number of strands or locks of hair, as can easily be
seen in the images in Fig. 1. The representation of hair is
thus a specialized work in cel animation. In fact, Cartoon
hair representation is very difficult to achieve in com-
puter graphics. This is because all of the hair attributes
may not be consistent between camera positions. Al-
though physics equations can be used to obtain physi-
cally correct movement, it is not always the movement
for which the animator is looking. Since the movement of
hair in cartoon animation sometimes carries meaning, the
animator may be looking for something that exists only
in his or her imagination. This means that the character-
istics of the hair (modeled shape, number, etc.) between
key frames may actually have not to agree. Even though
the frames are physically inconsistent, the results can be
quite convincing. This is the most difficult part of creat-
ing cartoons using computer graphics and is the reason
Keyword :
Cel Animation, Cartoon Animation, Hair Dynamics, 3D Animation
why cartoon hair animation has been done by hand."
http://www.lmm.jussieu.fr/~audoly/research/hair06/BA_hair_siggraph06.pdfRealistic hair simulation is one of the most difficult issues when
animating virtual humans. Human hair is a very complex mate-
rial, consisting of hundreds of thousands of very thin, inextensi-
ble strands that interact with each other and with the body. Unlike
solids or fluids, which have been studied for over a century and
well modeled by now classical equations, hair remains a large unsolved problem described by no well accepted model. Finding a
representation that provides an accurate simulation of hair motion
remains a challenge.
Modeling hair dynamics raises a number of difficulties. First, each
individual strand has a complex nonlinear mechanical behavior,
strongly related to its natural shape: smooth, wavy, curly or fuzzy.
Second, the dynamics of an assembly of strands takes on a collec-
tive behavior; however, to our knowledge there is no quantified data
regarding hair clustering and cohesion. Last, the simulation of a full
head of hair raises obvious issues in terms of efficiency
Just for fun
Dat ear... wtf?
I can't wait to see what games will look like in a couple of years. It's insane seeing how far ND pushed last gen hardware.
I can't wait to see what games will look like in a couple of years. It's insane seeing how far ND pushed last gen hardware.
Dat Marius hair.
It's a shame some of the females hair in this game doesn't move as good as i hoped it would. They should have rendered the hair better in the cutscenes since they're pre-recorded anyways. Keep trying Crytek!
LEGO Marvel PS4
LEGO Spidey is just so damn adorable!
Super Mario 3D World looks fantastic. The Windwaker bundle is on sale today in the German Amazon store. I think I'll try to persuade my room mate to...
Wahahaha! This made me laugh so hard! (⌒▽⌒)
I can't wait to see what games will look like in a couple of years. It's insane seeing how far ND pushed last gen hardware.
Sorry if I'm posting too much Ryse, I just find that DOF stunning.
AC4 has great IQ (PS4), but other than that it doesn`t look that great to me. Best example of a cross-gen game. Based only on screenshots, don`t have ps4.
Ryse single player looks really good. Maybe even better than KZ SF. Could be art direction though. Maybe it wins in motion?
Knack has really good lighting and shaders, geometry is impressive, not fan of character design.
Tearaway is just ( ' o ' )! I want it on my ps3, now!
I can't wait to see what games will look like in a couple of years. It's insane seeing how far ND pushed last gen hardware.
TLOU-cutscene last gen hair > Ryse real-time new gen hair
First time I upload a screenshot.
Nah, there are hardly any polys on those Joel's hairs.
We need at least 30-40k polys for good hair this gen and probably that will be still quite a low number.
Marius hair looks great, but You couldnt make good long hair with this tech.
That's not a cutscene, though. That's simply a close-up of his idle animation in game.TLOU-cutscene last gen hair > Ryse real-time new gen hair
I can't wait to see what games will look like in a couple of years. It's insane seeing how far ND pushed last gen hardware.
That's not a cutscene, though. That's simply a close-up of his idle animation in game.
Yeah, that is obvious from the Female model. His hair does look good though, I don't think I have noticed Crytek doing much in this department before. Surely FF XV should be ahead of the pack in this aspect? Early footage certainly wasn't but Agni Philosophy was way ahead of anything we have thus far seen in next gen.
Then TLOU in-game real-time hair > Ryse real-time in-game hair.
TLOU hair looks like hair. Ryse hair looks like fairy magic.
I don't care about what they say about Lego City's jaggies, the game looks great and it is a lot of fun and loaded with content.
Interesting to see that DOF is disabled when the image is passing throught the pipes. Those rocks are blurried out of the pipe, but are clean through it. ^^ #nice
I really dont see what You see. You mean lack of movement looks better to You or almost no hair strains at all?
I'd like to know if this is a design choice. DOF appears to be post-processed based on Z data. When transparency is concerned, this appears to be off. I did a bit of 3D work in Blender (opensource 3D tool) and before they changed their internal renderer to cycles (raytracing engine), the same problem occurred and it was also post-processed. There was a workaround, but i can imagine that may be too expensive for real-time rendering. I'll try to pay attention next time i play Pikmin, which also has glass walls etc. If that game doesn't do this, it probably is by choice.
Yeah, I was going to say the same. He looks even better in cutscenes.That's not a cutscene, though. That's simply a close-up of his idle animation in game.
I'm going to order a new capture card today.=O
This one.Which one? I'm thinking about getting one myself.
This game really is stunning at times.