scalman

Uncharted 4: A Thief‘s End / The Lost Legacy

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O dabar isivaizduok jog tai tik paprasta scena kai neleidzia zaisti....

Mačiau gameplay per sony youtubą, grafika iš ties gera

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cia pre alpha? wow.30fps ar 60,man tai jokio skirtumo,svarbu lago nebutu.o ka kiti dainuoja nelabai man idomu,visokiu idiotu pilna sedinciu su vos ne 386 bet rekianciu apie kazkokius standartus.

svarbiausia zmonems megautis zaidimams ir maziau kreipti demesi i haterius.jeigu bus geras zaidimas,tai 900p bus ar 1080p,30fps ar 60fps,apsiseilejes losi nesukdamas sau galvos.

o cia jau pre alpha atrodo labai gerai,augalai kaip tikroviskai atrodo,turbut vieni realiausiu augalu kokius esu mates gaminge.visa kita irgi puikiai atrodo.

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na patobulejo nuo pirmu 4 daliu (itraukiau ir vitos dali) tai sakyciau neatpazystamai, priesu AI ivairove, kai Drake'ui pirstus maige tai ten prajuokino :) viskas neatpazystamai pasikeite, NaughtyDog butent tie kurie turi rodyti visiems zaidimu kurejams kaip reikia dirbti ir kaip nustebinti zaidejus :) tiek erdve didesne, tiek selinimu kaip AC ar peilio pagalba kopinejant kaip per tomb raider, o ka jau kalbet apie grafika, praziurejau filmuka 2 kartus ir dar butinai atsisiusiu kur @SoulReaver imete, zodziu tikrai labai laukiamas zaidimas ir turbut bus tas vienintelis kuriam darysiu pre-order :) laukiu nesulaukiu kitu sios dalies naujienu :)

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Uncharted 4 Dev: Even Drake's Chest Hair Is Affected By Wind Physics, Has 800 Facial Animations on PS4 vs 120 on PS3

 

 

 

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  • A lot of sculpting is still done by hand, but a new program allowed to get really natural draping of the clothes on the character. Everything is described in a reference sheet that describes the wrinkles, how the clothes are worn or muddy.
  • The clothes wearer through a lot of iterations. Even the shirt's half tuck was very challenging to do right.
  • A lot of detail was then added in the sculpting program, but fabric textures and stitches were added later. Those are done through shaders, which allow higher resolution fabric details than in the past.
  • All the folds and wrinkles on the clothing were carefully designed, including the fold on the back on the back of the shirt. Rigging also had to be considered, so things also have to bend and deform without looking unnatural or warped.
  • In last gen design a lot of the small details were designed on the diffuse channel (the color map) while doing it in shader helps a lot in keeping the level of detail in the game itself. No detail is lost during gameplay.
  • Different texture maps had to be done for certain animation, like when the fist is clenched, because the knuckles pump out and would stretch the primary texture, so you can see more detail on the knuckles when drake punches people.
  • Sculpting is done in ZBrush, that allows to get all the detail necessary on the model.
  • Drake hair even has hair and minuscule details around the nails.
  • Nathan Drake in Uncharted 4 looks more natural than in Uncharted 3, with modeled eyebrows, stubble and so forth.
  • Head scanning is used only for reference, because Drake isn't modeled over a real actor, so head scans can't be used to actually model him.
  • Making Drake still look like himself was the most challenging part.
  • Drake had to look more weathered, because time has passed and he has been through a lot.
  • A lot of details have to be put in the wrinkles to make expressions look natural.
  • A lot of the weathering is added on the shaders, including sand, dirt, stitches. There's subsurface scattering and eyes include a reflection and their own shading.
  • Physically based shading has been used to get graphics with quality similar to a movie.
  • When the sun, the camera angle or the light changes what you see changes, but in the previous generation the artist just had to paint those changes on the objects. Due to the power of the PlayStation 4 physically based shading can be added to do those calculation instead.
  • To achieve the movie look it's necessary to reproduce all the shading features as close as possible to real life.
  • Each material has to have its own rules as to how it reacts to the light.
  • In order to actually help the artists understand the shading concepts shader packages were created, with all those rules and details.That way they can simply turn off and on different level for materials, also adjusting the size of the details.
  • The riggers put joints inside the model to let Drake move. and figure out how to make all the materials look like they're part of the environment.
  • The wind makes Drake's shirt move, and it's the same wind that affects the trees, drake's hair, chest hair, his collar.
  • Each individual piece of hair has its own wind effect.
  • The intensity of the wind also affects Drake's hair. The windier it gets, the more the hair will move.
  • Water also affects Drake's hair, so when the hair is wet, it also weighs more. Since it's more affected by gravity, it'll lean more to one side or the other depending on the position of Drake's body. The shader also changes to make it look like it's wet and it sticks closer to the head.
  • Water affects everything on Drake, changing the shader to make materials look wet.
  • There's a subtle effect that makes water gradually seep into clothing.
  • When Drake walks around he affect the plants, using the same technology used on his clothes. It's actually the movement of the plants that inspired the tech.
  • Great efforts have been made to make Drake's skin more organic and to have more of his face move compared to Uncharted 3.
  • Uncharted 3 has 120 possible face poses. In Uncharted 4 there are 850 possible face poses.They can also be combined.
  • Facial posing is broken down based on realistic facial muscle movement. Facial poses also realistically affect the neck. Things like the nostrils can be animated the cheeks can puff. This all will combine with the wrinkle map.
  • The animators can move the eyes and the eyelids will react automatically. Even with the eyes closed there will be subtle and realistic movements of the eyelids as the eyes move inside.
  • There are a lot of discussions on a character's looks and conventional beauty standards. Concept Artist Ashely Swidowski mentioned that she's the first female concept artist to work on Drake, but she's not responsible for his chest hair and muscular pecs. Those are Neil Druckmann's idea.
  • The resolution of normal maps and wrinkle maps is 1k (1080 x 1080).
  • It's a challenge to stay away from the uncanny valley, but being able to sculpt details to high realism, combined with good anatomy and a slight degree of stylizing helps into avoiding it.

 

 

vejo efektai ant krutines plauku 

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vejo efektai ant rubu

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..mano veidas visa tai pamacius 


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tikrai zaidime realiai taip neprizoominsi ir visu medziagu teksturu neisziuresi zaisdamas. tai nors galima tai pamatyt tada kai ta i kuria dar. smagu zinot kiek jie ten pasinere i detaluma visko ir realistiskuma. :god:

Redagavo scalman

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as po tu vaizdu uzsimaniau palaipiot olom ir paselint zolej tai pasileidau lara ant pc maxinta beveik su pagerintais plaukais. na ir ten viskas grazu ir tamsiau...kazkaip tas dreiko lipimas su tuo kirtikliu labai jau tas pats kaip lara gavo ta kirtikli pagerinta ir irgi lipo i taip pat pazymetas olas... galetu dreiko aplinka ten but tamsesne ir ar tai ten kokio lighting susro truksta nes kazkaip viskas per sviesu... neskaitant kad detalumas visko awesome ir suslapimas medziagu super ir panasiai... na lauksim lauksim ... tik gaila kad kurejai lygina u3 su u4 o ne pvz last of us charo detaluma su u4 palygintu ir ten medziagos baltiniu irgi buvo jau mindblowing kaip ps3.  svarbiausia kad butu ilgas zaidimas , netrumpesnis nors uz LOU . 


jei situs abu suporintu i viena zaidima .. butu bomba  :troll:

 

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kazkas fun toki sulipde 

 

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:yao:

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na tikrai kad dar ankstyvas cia buildas. iki siol jie nepasisiukslino nei su vienu uncharted nei tuo labiau su lou. cia ne tie kurejai is kuriu galima tiketis visokiu nesamoniu . tai ka parode jie per ta tech demo vadinama tai tikrai ispudinga. bet kaip ir sake visko vistiek negales padaryt ka nori del tu paciu kaip visada tech kliuciu del konsoles galimybiu. bet kad gausim labai gera ir grazu produkta tai abejot neverta. labai nedaug ten truksta is tikro. 

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Tas zadamas detalumas tai uau. Tik faktas, kad tokio detalumo nereikia realaus veiksmo metu, nes to paprasciausiai nesimatys. Ir as isitikines, kad visas tas detalumas superinis bus tik per intarpus. Ir tai normalu manau. Cia jei kas tyrinejot Uncharted 2 ar 3 ant PS3, tai pastebejot, kad zaidime tarkim sautuvas yra net su trikampiu vamzdziu, o intarpuose detalus. Ir tai logiska.

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na detalumas labai gerai pastebimas kaip pvz rubu suslapimas, kiek pamenu dar u1 turejo suslapimo efekta kazkoki kai islipdavai is vandens. o cia bus kad rubai suslaps palaispniui pvs jei palysi po vandens srove nebusi visas slapias o tik dalinai. arba del plauku suslapimo ir veliau jie bus kitokie nes slapi, na visa tai pastebesi is nugaros valdydamas veikeja. kaip pvz pastebiu laros plaukus pagerintus ir pastebiu kad jie meta seselius arba kad rubai issipurvino ar kad sone kruvina deme.. visa tai pastebi jei tai buna detalu ir realistiska tikrai. rubu purvinimasis tikrai labai cool. gal nepastebesim to kas bus is priekio jei neapsuksi kameros bet tokiuose zaidimuose vaizda verta pasukiot kad pamatyt daugiau wow dalyku.aisku is nugaros nematysi kaip ten krutines plaukai juda nuo vejo, bet plaukus savo tai tikrai matysi ir matysi kad tavo rubas juda nuo vejo is nugaros puses jei jis judes. po sprogimo labai gerai ten pabiro zemes grumstai , labai saunu. 

ar pvz jei jis uzsikabins uz sakos kokios ar uolos ir tu pastebesi kad jo ranka tikrai detali ir galbut slapia bei purvina. tokie dalykai tikrai pasimatys , juk cia ne shooteris.

Redagavo scalman

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o kokia grafika tau next gen tada ? tolokai iki next gen  :yao: ? palygink sita su u3 , ar kad ir su LOU. na cia tikrai sekantis lygis eina jau. na LOU jau buvo sekantis lygis nuo U3. o cia einama toliau dar. demesys ir AI bus skiriamas ir kitiem dalykam kurie nera grafika.

Redagavo scalman

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