Sentences with phrase «facial animations in»

very neat, it's amazing how facial animations in gaming have come to these days.
It was during this console generation that developers really started to succeed in getting believable movements and facial animations in their games.
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.
The facial animations in the campaign are intact and the action is roughly identical across all platforms.
The facial animations in the campaign can be very impressive at times, particularly Kevin Spacey (of course!)
The facial animations in this game are better than the acting in Batman V Superman... Pretty dang impressive for a fighting game.
Facial animations in cutscenes are often quite convincing, and the main cast's virtual performances have been captured and animated with skill and flair.
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.
Everything from the details on the weapons, to the stunning backdrops, and expressive facial animation in the characters and baddies will blow you away.

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 lifelesIn 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 lifelesin 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 animationin - 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.
a b c d e f g h i j k l m n o p q r s t u v w x y z