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orgasmic
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The F-Man Leader of the F-Men™ |
Friday, July 13, 2007forums are pretty dead so I'll help the cause a bit..
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Alex ZEQ2 Effects Programmer |
Friday, July 13, 2007'scuse me while I wipe the white stain off my pants, but DAMN, that looks awesome, the Fight Night of UFC games
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Icarus |
Friday, July 13, 2007I wonder how the fight mechanics would work. But other than that the graphics and the entire feeling are awesome. |
Alex ZEQ2 Effects Programmer |
Friday, July 13, 2007By the looks of it, it looks highly context sensitive and seems to have a fair bit of motion synthesis involved, giving a realistic variety of move choices for the situation. I'm expecting something along the lines of Fight Night with heavy use of the analogue stick, atleast for the striking.
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Zeth ZEQ2 Programmer |
Friday, July 13, 2007It looks like they went a little overboard on the specular maps (or lack thereof perhaps if it's a global specular). I see some subtle clothing physics that help add to image along with some vertex deformations on contact, but a strong skin shader could go a long way to help boost the image realism. Shader-based pores/deformations, generated pigmentation, light penetration (luminescence maps), and basically the fixed specular levels (the guys are freakin' shining like metal right now) could really do wonders for a character-centric fighting game such as this. |
Alex ZEQ2 Effects Programmer |
Friday, July 13, 2007The specularity looks like it's from the sweat mapping more than going overboard on specular maps, as with Fight Night Round 3. A sub-surface-scattering shader cerainly would help a fair bit and dilute the gleam, but such cutting edge graphical technologies shouldn't be expected from a third tier game such as this, especially as, being published by THQ, they'll be on an extremely tight schedule. I'm surprised they even have physical reactions to impacts and the like, though that is a lot more important for the realism factor in such a game than shaders.
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Zeth ZEQ2 Programmer |
Friday, July 13, 2007I think it all depends on what your mind wants to expect in this case. There's actually a VERY deep-rooted psychological and artistic balance that dates decades in relation to photorealistic versus non-photorealistic (NPR) concepts. In more recent rendering studies, it's often found, as you mentioned, that even if an image retains pure lighting and shading quality of a realistic counterpart, it will not fully be perceived as realistic unless thousands of minor details are exactly in place as well. This is primarily why most games will not be able to capture true realism for some time. Even with activity increasing for procedural based animations, materials, and so forth that reflect properly, there are a slew of other very subtle and often completely organic concepts that are still in their infancy of development.
"The issue is that the more realistic a virtual character is, the more it becomes disturbing if small details are flawed."
NPR- Advanced.pdfJerome Thoma's Master Thesis Paper |
The F-Man Leader of the F-Men™ |
Friday, July 13, 2007what in Lloyds name are you talking about, hehe.
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