I completely agree, we need to think more simply. The only thing confusing me is how these realistic-looking skins and their realistic reactions were achieved if they are real, because this doesn't look like a Ziva, it looks like a soft body. It has a very dynamic stance, like it has Cloth Dynamic, I'm not sure if this is…
Hello everyone, I'm reaching out to discuss a highly technical topic today. It's about the incredibly realistic animations in the upcoming game ILL. I don’t know how many of you have seen the trailer recently, but the way the creatures look like they have actual fleshy skin and their natural posing really caught my eye.…
Absolutely, this level of visual quality means nothing if the game isn't playable. There isn’t a new update yet, but the trailer just dropped recently, so it looks like they’re actually going to release it and he’s working on it. He’s probably the one handling a huge chunk of the animation and character work. I’m really…
Also, looking at Chuvabak's Patreon, there have been zero updates for 2+ years, so I think the project is effectively dead. Hopefully the artist is OK! Probably got hired somewhere, is my guess, and thus no more free time ;) Anyhow my best guess is it was never real-time, it was all pre-rendered in Max, just like all his…
Well I think at the core RDR is just using linear blending between two normal maps, flexed vs. extended, based on the angles between the bones. There's likely some setup to control blending in different regions (four legs, neck area, what else?), and probably using mirrored UVs to take advantage of bilateral symmetry and…
I played RDR2 last year, but since the horses were small on the screen, I didn't pay much attention to the details back then. Looking at them now, they look truly impressive. They almost look like a Ziva VFX product. Normally, to generate such detailed normal maps, you would need ZBrush or complex muscle group modeling.…
Red Dead Redemption series used blended normal maps pretty well. https://www.youtube.com/watch?v=QkfxbClpQ1E I still think that Chuvabak is making pre-rendered sequences though, not interactive gameplay.
The headshot looks to me like a canned sequence, though we'd have to see more examples to be sure. The head is swapped with a damaged head, with pre-rigged skull-flap, and gib particle fx. You can do quite a lot with mixing skinned rigs with blendshapes. Also could just be a bit of smoke and mirrors, early trailers are…