I had to turn the sound off after a minute, them repeatedly going OoOOoOoOOoOoOoO AHHHHHHHH WOOOOOAHHHHHH is like nails on a chalkboard, I hope the girls on those shows have more of a purpose than just looking pretty and making noises, because clips from shows like that always annoy the hell out of me.
FF10 was the start of turning their boys into girls. Once it hit FF12, it all went down hill.
One of the aspects of character design is to create something the viewer / player can associate with to pull you into the world. I definitely can't associate with this guy.
Here's the main character for FF12. I REALLY couldn't associate myself with Vaan.
Sorry for derailing your topic. You knew it was coming
Best hair in-game so far, suprising how simple and logical the alpha plane layout is too.
agree with this.. and its awesome to get see the insides of their shop, I've always loved Squeeenix, and they've always led the way in terms of graphical prowess.. great find.
FF10 was the start of turning their boys into girls. Once it hit FF12, it all went down hill.
One of the aspects of character design is to create something the viewer / player can associate with to pull you into the world. I definitely can't associate with this guy.
Here's the main character for FF12. I REALLY couldn't associate myself with Vaan.
haha well I sure could associate with them :P but maybe that's because I'm a girl :P
Haisi: turning boys into girls ? I hear that comment all the time, and i say to you I'd never in a million years look at vaan and think thats a chick.
If I DID see a chick that look like that id be secretly laughing my balls off at how unfortunate of a girl she must be and what she would have gone through at school growing up.
I think your more referring to the male characters having their features refined, smoothing the hard lines, wrinkles and imperfections stuff that we commonly see only done to females on billboards and such. That would be more accurate, but straight out girl?... dude.
(Insert comment here with picture of Vaan and the manliest man on polycount saying " I'd hit that ")
Well...are you black? If not, there's your first clue...could be why 'you aren't relating to him'. Seems like a likeable character to me. Will have to wait and see.
One of the aspects of character design is to create something the viewer / player can associate with to pull you into the world. I definitely can't associate with this guy.
Unlike space marines, undercover mercenaries, magical knights or italian plumbers?
They Actually said in the video that Lighting model is 30 000 polys. I would've expected twice as less. But it seems like they've got a tonn of looping for facial animation.
skankerzero: Hook me up with those models & textures man!!!
d1ver: 30k is pretty high, i would love to get a look into how they go about their lod's.
Xsi looks so awesome, I've seen a few videos of companies having fantastic wysiwyg type setups now in xsi. Metal gear - Final Fantasy, it looks amazing - I have one mate whos swears by xsi. Never had a play with it... maybe nows the time!
Associating with a character doesn't have to mean "be like them," as rooster stated. We associate badassery with space marines, and we like badasses. Depending on the art style, the genre of the game, their back story, plight, and much more can greatly affect how much you do or do not like a character.
I can associate with a marine that was imprisoned and given another chance to prove himself by fucking up a bunch of evil bug alien creatures that're trying to destroy everything we care about.
I cannot find any interest in a 16 year old boy dressed as a fantasy (female) hooker with leg armor that always dreams of becoming a sky pirate.
And no, it's not written in a tome, but in my opinion I feel if a game is going to make a point to be more on the serious side, I want to care, if even a tiny bit, about the characters. I had nothing but negative feelings towards a lot of characters from FF12.
I play this game for the story, like I play every game. I do not have to want to be the main character to enjoy the game. I did not want to be the lowly female dwarf I played 66 hours of Dragon Age with.
I had to turn the sound off after a minute, them repeatedly going OoOOoOoOOoOoOoO AHHHHHHHH WOOOOOAHHHHHH is like nails on a chalkboard, I hope the girls on those shows have more of a purpose than just looking pretty and making noises, because clips from shows like that always annoy the hell out of me.
I keep hearing how XSI is cool for viewport settings (wireframe opacity as a 0-100 slider) - I love how they have the face shaded, and the body with a flat white material with wireframe, super clean.
However it's sad to see how unresponsive the facial rig sliders seem to be hehe. Also it seems that they use very few targets, and no facial bone rig. Or maybe the sliders drive hidden bones?
The yellow map look like object/world space normals to me. Or maybe Tangent with no blue channel
And Im sure that diffuse will be scaled down to 512x256 in the actual game hehe
This kind of stuff really makes me want to work on single player consoles titles with tight texture budgets but no fear for 'OMG there's too many polygonz!!'
They Actually said in the video that Lighting model is 30 000 polys. I would've expected twice as less. But it seems like they've got a tonn of looping for facial animation.
Our models in Ghostbusters were close to that.
Egon with gear was 28,000 tris.
His hair alone was almost 4,000.
This kind of stuff really makes me want to work on single player consoles titles with tight texture budgets but no fear for 'OMG there's too many polygonz!!'
+ 1
My crusade for exactly that on the last game I worked on was met with equal measures of ' piss off ' and ' what are you smokin ? ' from the tech team.
Yeah, man, these models... they look REALLY like something. The model itself, the textures, the shaders... man! Looking so ace.
Ok. I understand how this kinda game and design isn't for everyone... but WHY do some of these hard-core Western game loving types insist on saying, "It's like they're not even trying to appeal to Western gamers."
Um. And why should they? There are plenty of great Western games being made HERE. I suggest playing those. :P We don't ALL enjoy those as much. If Japan stopped making the awesome games they made that are just so... Japanese, I don't know how much of a gamer I'd still be. You've got plenty of games made here you love, let's let those who love Japanese games enjoy those, mkay?
However it's sad to see how unresponsive the facial rig sliders seem to be hehe.
Probably down to the set-up crew, not XSI.
Also it seems that they use very few targets, and no facial bone rig. Or maybe the sliders drive hidden bones?
[/quote]
I think some of the process was automated with a plugin, because I've seen fully rendered FMV's from the two different territories and the lip-synch matches the dialogue in both...kinda like Pixar rerendering a few shots in UP with different languages (stuff written on books etc.)
I agree that'd it'd be nice to lift the budget on polies when building your characters. A problem with PCs, though, is that you're typically gauging hardware minimum requirements so all the older PCs can play the game, particularly with Blizzard.
Brilliant marketing but artistically limiting.
I really admire the execution of Square / Enix's work.
Hai, I didnt mean a specific platform nor company. Just in general, the appeal of creative texture stretching/reusing on dense meshes, rather than lowpoly meshes causing harsh shading, being compensated by heavy uniquely painted texturing. As usual, MGS and FF series come to mind.
Gimme a lithe too big to ever use sword swinging magic wielding insane spiky haired emotional wreck asshole over a 30 tons of armor grunting only emotion is anger killing machine bald as a baby's rump asshole space marine any day.
ikken: No, I don't mean that they're literally changing the bulk of male characters to females, I mean their design makes them appear to be female when in actuality they're male. I have no problem with having a full team of lady heroes ;D
Pior: With you bringing up MGS, would you happen to know where they documented how they managed Snake in the most recent game? At school I heard they used a real-time technique with a 360 degree turn-around with still shots and combined them somehow. I'm looking for a video / write up on the specifics of how they did it.
Some of them look pretty, but when you look at the edges of everything it's all very boxy. Near the end of the video @ 1:40 it looks like FFX graphics on PS2...
Holy shit, did I just see them jumping in that last video? Jumping? In Final Fantasy? It's about time.
@Pior. Hazardous: You can always do a character like that as a personal project. I tried to with my current project but still ended up somehow being stringent and keeping it under 10k tris.:poly136:
XSI is pretty competent, I've used it before. But it's almost too accommodating. When I started it up it asked me what kind of control scheme I wanted and loaded up maya hotkeys and camera navigation... Then everything else was pretty straightforward and easy from the get go. And for some reason that made me not want to bother using it. It didn't present me with anything new or different than Maya or Max.
Before Autodesk bought XSI they put up a bunch of really cool case studies with some developers about how they used XSI. Then Autodesk killed that site in favour of their own XSI page.
I really liked FF 12, my only gripe was that it was an extreme grind. I had to grind more in that game than any other FF game I can recall. Especially because there were two separate parties you had to level.
I'm pretty excited for this one now. It's coming out soon; early March. Should be awesome.
To me, 30k tris look about right on those models. The characters from Uncharted2 were more than that supposedly. Beautiful textures and animations tho.
I agree with Vaan looking like a girl. When I first saw pictures of him I was confused for a while whether he's dude or a woman... I don't even think it has anything to do with him made for Asian cultures cause I'm used to seeing Asian stuff. He's just... ehh.
Lol at the "Japanese girls make noises" comments.
Holy shit, did I just see them jumping in that last video? Jumping? In Final Fantasy? It's about time.
@Pior. Hazardous: You can always do a character like that as a personal project. I tried to with my current project but still ended up somehow being stringent and keeping it under 10k tris.:poly136:
XSI is pretty competent, I've used it before. But it's almost too accommodating. When I started it up it asked me what kind of control scheme I wanted and loaded up maya hotkeys and camera navigation... Then everything else was pretty straightforward and easy from the get go. And for some reason that made me not want to bother using it. It didn't present me with anything new or different than Maya or Max.
Before Autodesk bought XSI they put up a bunch of really cool case studies with some developers about how they used XSI. Then Autodesk killed that site in favour of their own XSI page.
I really liked FF 12, my only gripe was that it was an extreme grind. I had to grind more in that game than any other FF game I can recall. Especially because there were two separate parties you had to level.
I'm pretty excited for this one now. It's coming out soon; early March. Should be awesome.
Its actually better to learn the xsi controls, the keyboard short cuts and hot keys are amazing how they are set up in the default layout, and using the maya ones just cover them up.
Replies
I had to turn the sound off after a minute, them repeatedly going OoOOoOoOOoOoOoO AHHHHHHHH WOOOOOAHHHHHH is like nails on a chalkboard, I hope the girls on those shows have more of a purpose than just looking pretty and making noises, because clips from shows like that always annoy the hell out of me.
One of the aspects of character design is to create something the viewer / player can associate with to pull you into the world. I definitely can't associate with this guy.
Here's the main character for FF12. I REALLY couldn't associate myself with Vaan.
Sorry for derailing your topic. You knew it was coming
agree with this.. and its awesome to get see the insides of their shop, I've always loved Squeeenix, and they've always led the way in terms of graphical prowess.. great find.
haha well I sure could associate with them :P but maybe that's because I'm a girl :P
If I DID see a chick that look like that id be secretly laughing my balls off at how unfortunate of a girl she must be and what she would have gone through at school growing up.
I think your more referring to the male characters having their features refined, smoothing the hard lines, wrinkles and imperfections stuff that we commonly see only done to females on billboards and such. That would be more accurate, but straight out girl?... dude.
(Insert comment here with picture of Vaan and the manliest man on polycount saying " I'd hit that ")
Do they threaten you because they get all the chicks ?! :P
The character design is typical Japanese and nothing out of the ordinary here. I don't think they they thought too much about the western market.
That face texture looked to me like it was baked from a different uv layout.
Show me on what character design tome that is written...
Well...are you black? If not, there's your first clue...could be why 'you aren't relating to him'. Seems like a likeable character to me. Will have to wait and see.
(either of them..) and I'm not black. Or the dude from that old spice commercial, he's awesome.
associate does not mean 'they're like me'
I want to punch that otaku with the red glasses in the face repeatedly. Seriously...how is he not embarrased.
What is that yellowish map...some kind of lighting? Interesting to see the UV's...they clearly projection painted that character.
They're pretty cool though they look lame in t-pose. Auron is my favorite.
so u prefer mr T!?
i agreed that mr T/barret in ff7 much more badass.
but hey, this is not the first time they use female as main character
d1ver: 30k is pretty high, i would love to get a look into how they go about their lod's.
Xsi looks so awesome, I've seen a few videos of companies having fantastic wysiwyg type setups now in xsi. Metal gear - Final Fantasy, it looks amazing - I have one mate whos swears by xsi. Never had a play with it... maybe nows the time!
I can associate with a marine that was imprisoned and given another chance to prove himself by fucking up a bunch of evil bug alien creatures that're trying to destroy everything we care about.
I cannot find any interest in a 16 year old boy dressed as a fantasy (female) hooker with leg armor that always dreams of becoming a sky pirate.
And no, it's not written in a tome, but in my opinion I feel if a game is going to make a point to be more on the serious side, I want to care, if even a tiny bit, about the characters. I had nothing but negative feelings towards a lot of characters from FF12.
This isn't the topic of the thread so I'll stop
I play this game for the story, like I play every game. I do not have to want to be the main character to enjoy the game. I did not want to be the lowly female dwarf I played 66 hours of Dragon Age with.
I really enjoyed FFXII! Much more then X-2...
Can not wait for this!
Damn!! That didnt turn you on? <.<
However it's sad to see how unresponsive the facial rig sliders seem to be hehe. Also it seems that they use very few targets, and no facial bone rig. Or maybe the sliders drive hidden bones?
The yellow map look like object/world space normals to me. Or maybe Tangent with no blue channel
And Im sure that diffuse will be scaled down to 512x256 in the actual game hehe
This kind of stuff really makes me want to work on single player consoles titles with tight texture budgets but no fear for 'OMG there's too many polygonz!!'
Our models in Ghostbusters were close to that.
Egon with gear was 28,000 tris.
His hair alone was almost 4,000.
+ 1
My crusade for exactly that on the last game I worked on was met with equal measures of ' piss off ' and ' what are you smokin ? ' from the tech team.
KAWWAIIIIIIIIIIIIIIIIIIIIIIII OHHHHH
Ok. I understand how this kinda game and design isn't for everyone... but WHY do some of these hard-core Western game loving types insist on saying, "It's like they're not even trying to appeal to Western gamers."
Um. And why should they? There are plenty of great Western games being made HERE. I suggest playing those. :P We don't ALL enjoy those as much. If Japan stopped making the awesome games they made that are just so... Japanese, I don't know how much of a gamer I'd still be. You've got plenty of games made here you love, let's let those who love Japanese games enjoy those, mkay?
Probably down to the set-up crew, not XSI.
Also it seems that they use very few targets, and no facial bone rig. Or maybe the sliders drive hidden bones?
[/quote]
I think some of the process was automated with a plugin, because I've seen fully rendered FMV's from the two different territories and the lip-synch matches the dialogue in both...kinda like Pixar rerendering a few shots in UP with different languages (stuff written on books etc.)
Brilliant marketing but artistically limiting.
I really admire the execution of Square / Enix's work.
Awesome vid!
Pior: With you bringing up MGS, would you happen to know where they documented how they managed Snake in the most recent game? At school I heard they used a real-time technique with a 360 degree turn-around with still shots and combined them somehow. I'm looking for a video / write up on the specifics of how they did it.
After spending 1000 drawcalls and 600.000 tris on characters there was simply nothing left for envs.
haha so owned. havent really paid attention to the env. i should take a look now.
http://www.eurogamer.net/videos/digitalfoundry-final-fantasy-xiii-environments-study
Some of them look pretty, but when you look at the edges of everything it's all very boxy. Near the end of the video @ 1:40 it looks like FFX graphics on PS2...
@Pior. Hazardous: You can always do a character like that as a personal project. I tried to with my current project but still ended up somehow being stringent and keeping it under 10k tris.:poly136:
XSI is pretty competent, I've used it before. But it's almost too accommodating. When I started it up it asked me what kind of control scheme I wanted and loaded up maya hotkeys and camera navigation... Then everything else was pretty straightforward and easy from the get go. And for some reason that made me not want to bother using it. It didn't present me with anything new or different than Maya or Max.
Before Autodesk bought XSI they put up a bunch of really cool case studies with some developers about how they used XSI. Then Autodesk killed that site in favour of their own XSI page.
(Edit: Sadly the images are gone, only thumbnails) I managed to find the MGS 4 one archived here: http://www.cgtantra.com/index.php?option=com_content&task=view&id=203&Itemid=33
I really liked FF 12, my only gripe was that it was an extreme grind. I had to grind more in that game than any other FF game I can recall. Especially because there were two separate parties you had to level.
I'm pretty excited for this one now. It's coming out soon; early March. Should be awesome.
I agree with Vaan looking like a girl. When I first saw pictures of him I was confused for a while whether he's dude or a woman... I don't even think it has anything to do with him made for Asian cultures cause I'm used to seeing Asian stuff. He's just... ehh.
Lol at the "Japanese girls make noises" comments.
Its actually better to learn the xsi controls, the keyboard short cuts and hot keys are amazing how they are set up in the default layout, and using the maya ones just cover them up.
http://features.cgsociety.org/story_custom.php?story_id=4735
here's another back-up, with pictures and stuff.