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PostPosted: Tue Aug 19, 2008 6:30 pm 
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Extralife wrote:
I think it's real enough not to fall into the uncanny valley.

The eyes are the worst part though. They're pretty much the hardest thing to render realistically since the brain's facial recognistion homes in on them more than any other part of the face.

Really? It's the mouth that bugs me. There's something about the way it moves that just gimme the jibblies.

For a second thought this thread was going to be about Soul Calibur 4.


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PostPosted: Tue Aug 19, 2008 6:32 pm 
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That looks amazing, I don't believe it!


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PostPosted: Tue Aug 19, 2008 7:20 pm 
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MCN wrote:
I wonder what people's responses would have been had they not been told it was computer generated.

I am reminded of The Running Man.


@2.20


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PostPosted: Tue Aug 19, 2008 7:52 pm 
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Shadow wrote:
Not really, if it uses face scanning of actors it shouldn't be any more expensive than mocap. As the graphics in games get better the technology to create the graphics gets better, it's massive environments that are expensive to create, making good looking environments should be easy and cheap enough for any dev.

Eh? The costs of game development has gone up with each passing console cycle.

Whereas the average budget for a PSone title was at anything from £75,000 to a million, a game on the PS3 or 360 is £8 million.


Very few games cost £8Million.

Making good looking graphics is easy and cheap, games are so much bigger these days, that's what takes the time and money it's the scale of the games more than the visual quality, games are so much bigger that devs need more staff to create the content, not because it's harder/more expensive to make, but because you need more of it.

For example, I have a friend who's a freelance car modeller for games, he's done all the NFS and PGRs and it takes him the same amount of time to do a car for NFS:PS as it did for NFS:U (about 40 hours). Everything now needs voice acting to a high quality, all the middleware that today's games have (external renderer, engine, physics etc), everything needs to be licensed these days too, you can't just have one guy doing all your audio on his own and have a bunch of imaginary cars and guns (I realise some games do). Also advertising budgets are massive these days, compared to even five years ago, that'll all be included in the dev cost figures that you see. One thing that is incredibly time consuming though is facial animations, this process would probably make that a lot easier, I think they actually do the animations for you and just give you the animation files (just like an external mocap studio) I can't see that would be particularly expensive, no more so than what a dev would be paying their facial animators at the moment.


Last edited by Shadow on Tue Aug 19, 2008 7:53 pm, edited 1 time in total.

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PostPosted: Tue Aug 19, 2008 7:52 pm 
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SuperFinal wrote:
Extralife wrote:
I think it's real enough not to fall into the uncanny valley.

The whole point of the term 'uncanny valley' is that the closer these creations get to perfection, the more they'll be scrutinized, since Humans are a clever bunch (well, a fifth of them at least) and can detect the slightest inconsistencies.

The name related to a dip in a graph. Once you go past a certain point you start climbing out of the valley as the inconsistencies become less noticeable. The deepest point in the valley is where is an optimally disconcerting balance between the familiar and inconsistent. Although it's sort of subjective as to where that lies.

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PostPosted: Tue Aug 19, 2008 9:59 pm 
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That looks amazing. But do we really want all games to look like that? GTA, for example. Complaints would come from everywhere.

Pixar etc probably wouldn't make a film with these graphics, they'd use a more cartoony style, to make it all seem more fantastical.


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PostPosted: Tue Aug 19, 2008 10:02 pm 
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In all seriousness, the possibilities for the pr0n trade are limitless, really. Just like with the interweb, which owes most of it's innovation to the tireless work (and riches) of the world's pr0n barons, I'm sure full-motion, photorealstic graphics will emerge first into popular culture via the medium of pr0n.

The pr0n trade is very 'can do' when it *ahem* comes to these things. :lol:

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PostPosted: Tue Aug 19, 2008 10:24 pm 
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Cal wrote:
In all seriousness, the possibilities for the pr0n trade are limitless, really. Just like with the interweb, which owes most of it's innovation to the tireless work (and riches) of the world's pr0n barons, I'm sure full-motion, photorealstic graphics will emerge first into popular culture via the medium of pr0n.

The pr0n trade is very 'can do' when it *ahem* comes to these things. :lol:

To be fair, it'll be another few years before there are computers powerful enough to calculate and render the type of pr0n required for the chubby chaser market.

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PostPosted: Tue Aug 19, 2008 10:40 pm 
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PostPosted: Tue Aug 19, 2008 10:48 pm 
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http://www.image-metrics.com/projects

Looking at their site it seems they're already using their tech for some top games, GTA and DMC to name a few, I can only assume that all you'll need to have to make the animations better is a higher poly model, it'd be near impossible to place morphers for this level of animation in any reasonable length of time.


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PostPosted: Tue Aug 19, 2008 10:49 pm 
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You can tell there's something not quite right with the animation. She doesn't move naturally. But apart from that, it's bloody impressive. :shock:


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PostPosted: Tue Aug 19, 2008 11:01 pm 
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That is damn good :shock:

First time I saw it the only thing weird I noticed was the mouth movements occasionally, but since reading this thread the eyes/eyelids are slightly off. To be honest I want to see the actual person doing that, to compare. I would love a video of them going side by side with no indication which is which, most people would be able to tell the difference though.


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