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Let's talk about The Order:1886 characters models....

I will say one thing... whatever one wants to compare The Order to, very few other games let me approach the steam punk 1800s setting this is set in, in a huge open world London apparently, and so I'm extremely excited just to be able to explore a unique game setting like that.
 
I think Quantum Break is up there. So far it has the best hair to me.
Edit: Nope, wrong on the hairs.

if you pay attention in QB trailer, when it goes close up when CG begins, graphics go up like nuts, when camera zoom out, not even close as in that bullshot. I watched trailer once and spoted it right away. Nice trick, ND does something similar with their cut scenes. But not blatantly obvious like QB trailer.
 
Crysis 3 has some really poor clothing textures. Witcher 2 is the opposite, great clothing textures but poor models.

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This beats out Crysis 3 characters by a country mile imo and thats PS3.

Agreed.
 
I will say one thing... whatever one wants to compare The Order to, very few other games let me approach the steam punk 1800s setting this is set in, in a huge open world London apparently, and so I'm extremely excited just to be able to explore a unique game setting like that.

Not open world :( is lineal .
 
Polycount doesn't look that amazing. I think that the excellent lighting is creating the impression that the models are a lot more advanced than they seem.

are your eyes different for some reason. who cares about the polycount? it looks amazing, it doesn't matter how it is being achieved. the end result and impression one gets is the important part.
 
To be fair, he's not going to have that many polygons in gameplay when you're controlling him and jumping about etc but its an amazing amount of polys for the cut scenes and close ups etc.

to be fair everything there is a quad and is going to be rendered as a tri :P so like.... twice the number of tris?
 
I don't think there's another game out there that equals the amount of pornstache The Order has displayed in a mere three minute trailer. It's quite astonishing really.

The Pornstache Order: 1976
 
To be fair, he's not going to have that many polygons in gameplay when you're controlling him and jumping about etc but its an amazing amount of polys for the cut scenes and close ups etc.

To be fair, Santa Monica did not needed to always keep ultra high res model of GOW3 Kratos in the memory without use of any LODs... but they did. Because they wanted to. ;) Who knows what system SP has for their models, or just for their hero character.
 
Yeah sure "Real time". I'll believe it when I see it in person on a PS4.

Some of you...I just don't know. ¯\_(ツ)_/¯

The character models in The Order are right in line with what we've seen from other next gen games like Quantum Break, Infamous, and Killzone. Natural step up from some of the awesome models we saw on current gen like Nathan Drake and Kratos. Not sure what you expect.
 
To be fair, he's not going to have that many polygons in gameplay when you're controlling him and jumping about etc but its an amazing amount of polys for the cut scenes and close ups etc.


Are you sure about this ? I hate this kind of thing about different level of detail between characters models and in cut scene. God bless Ready at Dawn for the choice they have made.
 
The key is not the polygon count when you are like, super zoomed in. Most games have different models depending on the camera position. The interesting part is how many polys characters are pushing when you are actually playing, like Nathan Drake is about 30k, Gears 10k etc
 
Man, none of the screenshots from any of the games in this thread look bad. Next gen is going to be fucking awesome in terms of visuals.

Some of you are crazy.
 
The OP states that the characters in The Order are something more or less unique. I disagreed - at least judging from the posted screenshots - and then offered a different game. Which people can disagree with of course, but I was perfectly on topic.

Excuse me for just a moment. What is the logic behind your comparison ?

I mean what is the budget of a PC that can run Crysis 3 on ultra (your screenshot) and is it comparable to anything related to the PS4 ?
 
So all we have is there word that is will look 100% the same in game? Every E3 & every console launch we get stuff that turns out to be bullshots. I'm not saying this will the case here as at least the video of it is only 720 & it will be great if that is what it looks like just untill we get some gameplay video's we should try & stay grounded. I'm going to leave now as I do not want to come across as being troll bait, I'm still only a junior ;)

yeah i understand your point of view, but if ready at dawn is lying about the game they will be destroyed by press and gamers about this thing. They're no so stupid, the 2005 killzone fake video has teached something....
 
The key is not the polygon count when you are like, super zoomed in. Most games have different models depending on the camera position. The interesting part is how many polys characters are pushing when you are actually playing, like Nathan Drake is about 30k, Gears 10k etc

this is the first time i read this thing, i know different models are sometimes used for cut scene and gameplay section, but for the main character different amount of polygons depending on the camera position? Are you sure ? O_O
 
Out of all the screens posted in this thread The Dark Sorcerer looks the most real. Dunno if it has to do with the poly's but the skin is just right. Not to waxy and not too wet looking.
 
One thing I find really impressive is the lace around the woman's neck. It looks perfect. Not a flat texture, actually modeled.
 
Are you sure about this ? I hate this kind of thing about different level of detail between characters models and in cut scene. God bless Ready at Dawn for the choice they have made.

No i'm not sure but it seems like overkill a bit as you really don't need that many polygons when you're controlling a small character from behind.
 
I think the character faces are the thing thats really stood out for me with next gen games, its started with that Final Fantasy demo, then with the new Infamous, Quantum Break, Ryse and most next gen games to be fair, they all have a similar look with their faces, all high poly and similar kind of animation.
It was the thing that really made me think 'next gen', almost like it was next gens identity if you know what i mean.
 
No i'm not sure but it seems like overkill a bit as you really don't need that many polygons when you're controlling a small character from behind.

yes but if it's not a problem for the engine and the console can do it, why not ? You can stop the character and play with the camera and see the level of detail, the facial expressions, and things like this. When i see difference between a character model in game and in cut scene i want to jump out of a window....i hate this thing :(
 
Out of all the screens posted in this thread The Dark Sorcerer looks the most real. Dunno if it has to do with the poly's but the skin is just right. Not to waxy and not too wet looking.
That's likely the shader(s). Skin is hard to replicate because it absorbs light instead of bouncing it back. Subsurface scattering is what they use to get close to that.
Polycount still provides detail though.
 
yes but if it's not a problem for the engine and the console can do it, why not ? You can stop the character and play with the camera and see the level of detail, the facial expressions, and things like this. When i see difference between a character model in game and in cut scene i want to jump out of a window....i hate this thing :(

I'm no expert but as far as i know, most games use that technique. High polys for close ups and cut scenes and lower poly modles for actual gameplay, especialy in a game like Infamous where you are controlling a small character from behind. If the developers had no trouble pushing this many polygons ingame then the game would be 60fps, in fact most games would be 60fps. Developers would never sacrifice stuff like that just so the ingame character could have a ridiculous amount of polygons which it doesn't need as you can't see the characters face anyway when playing.
 
Even though people are posting real time screen caps that out do 1886 I had thought that the 1886 teaser was all pre-rendered...
 
Even though people are posting real time screen caps that out do 1886 I had thought that the 1886 teaser was all pre-rendered...

it's all real time and you can see, i have watched the trailer i don't know how many times (i'm crazy about this game i know! :P) and you can see a good amount of errors tipical of rendering in real time. In the long view of London, the shadows appears below the carriages a little in retard, and there are other errors here and there! Watch it very carefully and you'll see too! :D
 
I'm no expert but as far as i know, most games use that technique. High polys for close ups and cut scenes and lower poly modles for actual gameplay, especialy in a game like Infamous where you are controlling a small character from behind. If the developers had no trouble pushing this many polygons ingame then the game would be 60fps, in fact most games would be 60fps. Developers would never sacrifice stuff like that just so the ingame character could have a ridiculous amount of polygons which it doesn't need as you can't see the characters face anyway when playing.

i know, i know, but for example uncharted don't do this, the geometry is the same for cut scene and gameplay section, only post process effect and lighting is different. So maybe one day this practice will be standard for every game, inclusive the same lighting and post process effects for gameplay too. We can hope no ? ^^
 
it's all real time and you can see, i have watched the trailer i don't know how many times (i'm crazy about this game i know! :P) and you can see a good amount of errors tipical of rendering in real time. In the long view of London, the shadows appears below the carriages a little in retard, and there are other errors here and there! Watch it very carefully and you'll see too! :D

i just want to note that while this may be true, people said the same thing about the Killzone CG for PS3. They actually pointed out flaws in the video to show how it was real-time :P
 
They say it was real-time running on the PS4.

it's all real time and you can see, i have watched the trailer i don't know how many times (i'm crazy about this game i know! :P) and you can see a good amount of errors tipical of rendering in real time. In the long view of London, the shadows appears below the carriages a little in retard, and there are other errors here and there! Watch it very carefully and you'll see too! :D

ok thanks

it would have been nice though to see gameplay instead of just an in-engine sequence
 
http://www.gameslave.co.uk/picstore/Uncharted-3-Drakes-Deception/19322yemen_drake_scared.jpg[/IMG ]

next-gen on sudoku watch[/QUOTE]

That scene wasn't in real time though.

EDIT: And yeah, I know you're joking! It's just that I also know some people don't know that.
 
This is the kind of step up I expect in next gen games, really. These look so impressive mainly because of the nice lighting and strong art direction. It just looks good, and my mind races to imagine what other studios will hit us with. I love the setting, BTW. Hopefully it's not a waist-high-third-person-shooter.
 
Wow, bald guy on first page is uber creepy and over-textured just for the sake of using more complex textures.
 
Not that amazing judging from your screenshots.


Do you have tessellation disabled? I thought videogames were past this on high end machines. The contour of that dude's head is almost as bad as the one in the marines in Halo 3. Also, the texture in the suit look like garbage up close.
 
this is the first time i read this thing, i know different models are sometimes used for cut scene and gameplay section, but for the main character different amount of polygons depending on the camera position? Are you sure ? O_O

For sure, theyre called LOD's (Level of Detail). Usage depends on the game and its not like you moving the camera with the right analog stick changes the character model, just the usual fare (cinematic = higher res model, gameplay = lower res)

Uncharted is an exception as Nathans model is always the same. Remember that lower poly characters are easier to animate and render, so its very important for most other characters/creatures in a game.

As far as next-gen, it really, really depends. Nathans character, as pointed out, its 40k but thats not the production model used in zbrush, that one is millions of polygons! Diminishing returns with polycount is definitely a thing, youll notice the increase from 5k to 10k, and from 10k to 40k, but from 40k to a million? Not that noticeable.
 
i just want to note that while this may be true, people said the same thing about the Killzone CG for PS3. They actually pointed out flaws in the video to show how it was real-time :P

i know, but in this case the errors are little too much, and not everything is perfectly rounded, even the characters has a few poligonal edge in their vest when these are moving. And sony has admitted that trailer was a target render, i don't think that ready at dawn want to fuck all with a stupid target render...

For me the characters in the original killzone cg video was too rounded and detailed for ps3...
 
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