Everything from the details on the weapons, to the stunning backdrops, and expressive
facial animation in the characters and baddies will blow you away.
This critically acclaimed game featured motion - capture performances from a number of the Mad Men cast and proved for the first time that
facial animation in games could leave uncanny valley.
Facial animations in cutscenes are often quite convincing, and the main cast's virtual performances have been captured and animated with skill and flair.
The facial animations in this game are better than the acting in Batman V Superman... Pretty dang impressive for a fighting game.
The facial animations in the campaign can be very impressive at times, particularly Kevin Spacey (of course!)
The facial animations in the campaign are intact and the action is roughly identical across all platforms.
All our actors did an amazing job, but their performances were captured in two parts: first we filmed all body animations, then we recorded voice and
facial animations in a sound booth, hoping everything would synch together.
It was during this console generation that developers really started to succeed in getting believable movements and
facial animations in their games.
very neat, it's amazing how
facial animations in gaming have come to these days.
Not exact matches
[citation needed] Political illustrators perceived a resemblance to Wallace of the British
animation Wallace and Gromit and greatly exaggerated this
in caricatures; various images circulated
in the press and online media of Miliband performing day - to - day activities such as eating a sandwich, donating money to a beggar, and giving a kiss to his wife, all while displaying apparently awkward
facial expressions.
There are researchers who create robots that move like snakes; some study human movements and functions by making a humanoid robot, and from there they train the robot to play table ice - hockey, dance, and even juggle; some work together to design an electronic wheel chair that can be controlled by the tongue; some are interested
in creating a database of human
facial expression that can be used
in creating
animation and
facial pattern recognition research.
In this study, we presented computer - morphing
animations of the
facial expressions of six emotions to 43 subjects and asked them to evaluate the naturalness of the rate of change of each expression.
According to the press materials, «Shrek» avails itself of a DreamWorks «proprietary»
facial animation system (first used
in «Antz») that uses a layering process to build the image of a character's face, starting with the skull and then gradually adding computer re-creations of muscles and skin.
While the scenery is good and the
animation has a consistent, unique style, the movie leaves something to be desired
in the
facial department; emotions are left to the actors» voices more than anything.
Sato was so particular
in how he wanted each character to look that he would not resort to an easier and less polished method of capturing character
facial animation through means of motion capture.
The porting of this 2011 title, which features some snazzy
facial animation technology and pretty - for - the - time graphics, means that Rockstar is confident
in the hardware capabilities of the platform.
For the running portion [
in - game play] we used motion capture, but for the
facial animation and expressions we just thought how to convey human emotion.
Sato became so involved
in this process that he would practice
facial expressions
in the mirror to perfect their
animations.
The only part of the
animation I thought was lacking is the fact that
facial movements
in almost every scene and on every character were nearly static.
In addition to movie clips and material from the set, we hear comments from Jackson, actors Wood, Astin, McKellen, Brad Dourif, Lee, Hill, Urban, Mortensen, Rhys - Davies, Otto, Monaghan, Boyd, Serkis, visual effects supervisor Richard Taylor, supervising sound editor / co-sound designer Ethan Van Der Ryn, producer Barrie Osborne, supervising art director Hennah, conceptual artists Alan Lee and John Howe, digital model supervisor Matt Aitken, director of
animation Randy Cook, visual effects supervisor Joe Letteri, creature supervisor Eric Saindon, executive producer Mark Ordesky, stuntman Sala Baker, creature
facial lead animator Bay Raitt, and co-producer Rick Porras.
Unlike Fakefactory's Cinematic Mod, the models haven't been completely changed but rather slightly modified
in both looks and
facial animations.
The aspect of L.A. Noire that's received top billing is its use of «MotionScan» technology to portray
in - game characters with realistic
facial animations.
And then there's those horrible
facial models and
animations I mentioned earlier
in this review.
It's most noticeable during a conversation with an NPC where you zoom
in on their face and begin to note that their armour doesn't look as sharp as it should or has some rough edges, not to mention that
facial animations are pretty stiff.
There are some exceptions: Mass Effect 2 for instance, delivers some great
facial animations, but it's still lacking
in many aspects.
In face those poor animations continue in other parts of the game with facial animations looking a bit like a constipated robot and characters hands look strangely shaped and lifeles
In face those poor
animations continue
in other parts of the game with facial animations looking a bit like a constipated robot and characters hands look strangely shaped and lifeles
in other parts of the game with
facial animations looking a bit like a constipated robot and characters hands look strangely shaped and lifeless.
Yes, it was heavily story driven, but the game mechanics (controls), shooting (was satisfying), puzzles (locks were easy), the setting (london had a soul, lived
in feeling, great atmosphere) and graphics (
facial,
animation, audio was all superb).
Writing on the game's official forums, Remedy's development director Markus Mäki has said that the somewhat dodgy
facial animations seen
in the soon - to - be-released Alan Wake will be improved upon
in the game's post-launch add - on content.
But
in games, writers are limited by the visual technology used to create
facial animations, so they have to try to convey all these emotions through words and the result is some rather clunky writing.
«And, as Ricky was pointing out before, we've completely revamped our
facial animation systems — the best way to explain is to say, well... the previous Uncharted games, and
in The Last Of Us, the characters all had about 90 to 100 «bones»
in their faces which we used to moved the meshes around» — think about that, about how detailed Joel and Ellie's pained
facial expressions were, how well the game captured the respective actors» — Troy Baker and Ashley Johnson — seminal roles.
Fable Anniversary is going to present the original game redone
in full 1080p graphics with new lighting, textures, models,
facial and cut scene
animations and more so that it can proudly stand alongside other Xbox 360 titles.
«We have a few different methods of doing
facial animation —
in - game using FaceFX and motion capture used
in cinematics,» he explains.
Stiff
facial animations, a lack of detail
in general and other problems aren't quite covered up by the golden hue that surrounds almost everything.
Even just improved
facial animation for every character would go a long way
in making Infinite look less like a mobile game.
For players to feel immersed, they must believe
in the world around them, and not be put off by strange
facial animations or odd reactions to the physical world.
A plethora of enhancements
in character and
facial animation have also been made
in the third - party middleware space.
BioWare have been working on several updates to improve the game based on consumer feedback and there have already been some noticeable improvements such as character
facial details and
animations and it does make a world of a difference, despite Andromeda being perfectly playable
in its launch state.
For example Killzone's approach to AI's senses or Battlefield's ongoing research with HDR audio, or Halo's automated LODs... I am not even speaking of everybody's ongoing R&D
in locomotion and character
animation, especially
facial animation.
The brutality of the Red Army is dealt with
in a rather hammy way thanks to cheesy Russian - accented voice acting and stiff
facial animations rendered
in a game engine designed for an isometric overhead view.
Kiryu and Majima are charming and well - rounded protagonists, but their
facial animation falls flat compared to Nathan Drake's
in Uncharted 4, or the characters
in Battlefield 1.
Facial animations, for example are still absolutely laughable;
in a city filled with zombies, it's the real people that are gurning, eye - rolling weirdos.
While the
facial animations seen
in preview builds and trailers aren't good enough to rival L.A. Noire, they've been promised to be good enough to let you judge a characters reaction and personality.
«Plus on Telltale, I have gotten to record with Troy [Baker] as Batman on that, so it feels more like
animation, and
in Injustice it is
facial capture.
As the successful candidate, you will work together with other programmers, animators, riggers and designers to enhance our titles
in areas like character movement, character interaction with the environment, hit responses,
facial animation, procedural
animation and
in - game cut scenes.
With the new tech, explained
in the above video, developers can capture every minute
facial manipulation, which
in turn leads to some eerily perfect
animations.
Then there is Uncharted 4 of course, for me, the ultimate
in facial animation and voice work so far this generation.
Some other things that can be taken away from the
in game footage is that the games lighting looks to be better, as well as some minor improvements to
animation in general and character
facial construction.
it helps that they're just instantly likable characters, as are most of the people
in the game; sure, they're not deep characters, but they're amusing caricatures and pay homage to the original Tintin adventures perfectly, even if the stiff
facial animations don't manage to do the voice acting justice.
Team Bondi's L.A. Noire, due out
in Spring 2011, will sport some of the most realistic
facial animations ever seen
in games.
The
facial animations of the Uruk - Hai were cool and I enjoyed how their mouths and lips pronounced every word
in an exaggerated manner.