very neat, it's amazing
how facial animations in gaming have come to these days.
The latest dev diary for Shenmue III gives us a quick look at
how facial animations are coming along.
Not exact matches
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.
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.
We ooh and aah at slick
animations and realistic
facial effects, or exclaim
how amazing the rain looks as it glints on a car bonnet.
We ooh and aah at slick
animations and realistic
facial effects, or exclaim
how amazing the -LSB-...]
He added: «It's not alone a matter of the method
how or where the
facial capture is done, it's about the run - time
animation techniques available, skeleton setup and so on.
«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.
It'll be interesting to see
how far the folks at Guerrilla will be able to push the
animation of the new game, especially considering that Killzone Shadowfall's
facial animation was good, but fell slightly into the realm of the uncanny valley.
The
facial animations of the Uruk - Hai were cool and I enjoyed
how their mouths and lips pronounced every word in an exaggerated manner.
On a similar note,
how has the role and status of
facial animation changed in your time in the industry?
The amazing
facial animations still carry forward and no matter
how many times I play this game I will never forget
how well this game is presented and what a great job all of the actors did.
I was also struck by
how good the
facial animation is in this game; the dangerous flirtatiousness sizzles between Bruce Wayne and Selina Kyle, coming through with every subtle glance and smirk.
The latest BioShock Infinite video explains
how four women brought Elizabeth to life as a human character, from voice acting to motion capture, level design and
facial animation.
Facial animations, dimly lit backdrops and intense action sequences fully define the gritty nature of this world and
how thrillers are usually shot in Hollywood produced feature films.
Once you do understand
how the presets work there's actually some great options for a realistic look, but the
facial animations don't exactly translate over during gameplay.
These are the
animations and
facial expressions that actual portray
how much a move hurts, or
how badly beaten up a wrestler is.
From the emotive
facial animations to characters» attire flowing in the wind, I was taken back by
how good this game looks at every turn.