So if this is the kind of quote to cause a knee-jerk reaction, pearl-clutching and an instant emotional need to rebuttal, then you're the exact kind of person they are talking about. They are holding up a mirror and showing your reflection, it's not their fault you don't like what you see.
With that, I think it's the perfect quote to sum up this thread. I really do thank people who have been trying to bring in nuanced discussions and points, they are giving a lot to think about and genuinely are insightful. However they seem to be glossed over or ignored by OP, as the same points are being brought up over and over, like a broken record and in bad faith. Even though myself and others have given a ton of explanations as to various possibilities why things could be, but are ultimately unknown without being on the dev team. Attempts to foster positive discussion with them haven't gone anywhere either.
NikhilR said:Going through Kay's backstory, I thought to explain her facial transformation as an adult as a result of a lifestyle.
Ubisoft does say that she had a hard life of petty crime and the years were not kind.
I though maybe she had an additiction, like gambling alongside dependency on meth or heroin that altered her facial features significantly and also explains her broken nose in street fights. (fighting off drug dealers and debt collecting bounty hunters)
https://www.gatewayfoundation.org/blog/effects-substance-abuse-appearance/
But this perspective doesn't fit because of Nix who she finds as a child and atleast its suggested that they were never apart at any point though if you've seen homeless people with pets, its very evident how well cared for their pets are so maybe that situation applies here (though not all of them has addictions and Kay wasn't homeless, just living in the attic of a seedy bar)
Considering the emphasis on her broken nose, she doesn't take on any visual cosmetic damage in melee fights in the game and is super strong but can't move bodies or carry guns up ladders and Nix is invincible and never targeted by enemies.
Maybe all this is just the gameplay design team being out of sync with the character design team, or a conscious design choice that no one on the team can talk about because "they don't want to engage with bad faith gamers and are convinced in their ability to make the best game possible"
Generally when the audience has to fill in these gaps to explain their suspension of disbelief it could indicate a design oversight.
Then again Ubisoft isn't Naughty Dog and Star Wars Outlaws isn't Last of Us.
And there was considerable controversy on Abby's character design as well and how if backstory, environment and lifestyle provided for a convincing portrayal of her character.
That sounds more like falling into the Reality is Unrealistic trap. People don't look just like small versions of their adult selves. But people are used to media that basically does make them look that way, for the sake of being convenient and easier to recognise. I don't think it's a failing that she looks a bit different when she's younger. That's just how youth is. Especially with the amount of fat in the face that disappears as we age. And that aside, the whole thing is still pretty much a nitpick.NikhilR said:Thanks for taking the time for this analysis, your handwriting is a bit difficult to read in places but I did get the gist of what you were meaning to convey.
The reason I made the comparison was more for a overall general look, like if you held the comparison at a distance, where do you see a more ideal progression simply based on this image.
To make a more precise definitive analysis based on paintovers you would need to line the images up, though in this case its not just about whether a round jaw could turn more square ot a cheeks bones can become more pronounced because genetics,
is how when the audience looks at the presentation as a first impression are they required to suspend disbelief and more importantly has the game taken care to address a possible oversight/discrepency.
When you point to genetics as a cause and then say that these changes are natural that is still suggesting that she missed out on the genetic lottery.
NikhilR said:The emphasis in both Ubisoft and EA's case is that "make the best game possible" the difference being that ubisoft's seems dismissive of feedback and EA's is more diplomatic.
That and EA can afford to be since they release newer iterations of the product every year. I don't know if Ubisoft fully addressed the consequences of their character design not being well received on future sequels.
Like in ubisoft's case, I'm not really sure what Kay will look like in a sequel, or if Ubisoft even cares about genuine feedback about her face to make a change.
Will she fix her broken nose? Will she get plastic surgery to infiltrate the crimson dawn?
Will palpatine seduce her to the dark side?
The challenge in game dev is that dev's can say precious little about feedback positive or negative because of the risk to their employment, but it is important to address feedback without getting consumed in the broader culture war on beauty standards and stereotypes.
Well, it's not designed to show them alone. After all, if you draw over it you're still hiding a bit of the original thing you're trying to make a point about. It's more like "go back and look at these parts in the original image you posted". I thought using lines that way would highlight them a little better than just a load of arrows alone. Ideally, I'd just have it as a layer you can toggle, but I don't think Polycount has anything like that, so highlighting the marching parts is about as much as can be done, I think.pior said:Not to be too dismissive but ... to be fair, diagrams like the above end up doing the opposite of what was intended IMHO. Such wireframe redline paintovers are fantastic in order to explain changes to be performed on a design or model ("please make the nose follow a plane more like this") ; but they achieve close to nothing when used to demonstrate a likeness match between a photo and a 3D model. It's a bit like how some people pretend that this or that person looks attractive because of some magical golden ratio diagram ... while in reality said magical diagram is just a crude wireframe mask that can be be retrofitted onto anyone.
Rima said:I have too much free time today. Behold.Stop drinking the Kool-Aid and use your eyes and your mind. There are some minor differences, yeah, like the shape of the young Kay's eyebrows, but that's pretty petty. All in all, it's a good match. Her features are similar. They look like they can be the same person years apart. It's good work. I gained an appreciation for the work of the artists who created these models by looking closely at them. Why didn't you? Kay looks like her actress. Just a bit thinner and more tired, and with a marginally longer chin. That's it. It's not a big deal, or a conspiracy.I don't know why you're still going on, really. And if you want to be taken seriously, why would you pepper your supposedly legitimate constructive criticism with daft jokes about her looking like Palpatine or whatever? And the whole "it's just my humour, it's not my fault if some people are offended" line has worn very thin.
This is nice work, fast too. I think to really bring it to the next level you can put a little more dirt and grunge into the paint, you already threw in the scruffs and scratches so some grunge can really add variation to the paint.Paxwort said:Wanted some nice prop work for my portfolio, so I had a go at this. I'm sorry I don't have progress pics, I kinda just knocked it out in a productive haze.For a lot of the little details, I experimented with a transferred-normals decal-ish approach that Christopher3D recently featured on his channel, I have to say it works pretty well. Especially for the little ridges in the handles - it would have been a mess to build them into the mesh, and the alternative was to do it entirely in normals (requiring further tedious materials work).
kwagner said:@Pep_mepla I'm making a kind of mid-poly model to get all the individual pieces I need, then I'll take that into ZBrush. Are you doing your scene in Unreal? Do you block it out directly in Unreal or do you make the blockout pieces in the modeling software and import?Here's my mid-poly. Slowed down a lot last week and didn't get as much done as I wanted because l i f e. Just need the gold pieces and it'll be ready for ZBrush.
Also, I'm moving over to Blender from being a Maya user of 15 years, so if anyone has tips/tricks/tutorial videos for softening/hardening edges please let me know. I can't find a whole lot online that does what I need without odd shading...