|
1 registered members (Grant),
999
guests, and 2
spiders. |
|
Key:
Admin,
Global Mod,
Mod
|
|
|
Re: The uncanny valley for... level design?
[Re: vertex]
#314704
03/10/10 12:53
03/10/10 12:53
|
Joined: Oct 2007
Posts: 5,209 İstanbul, Turkey
Quad
Senior Expert
|
Senior Expert
Joined: Oct 2007
Posts: 5,209
İstanbul, Turkey
|
Altough i completed the game same thing happened to me in Oblivion too.(getting distrubted from chaacters) But animation techology is now climbing up to the other side of the uncanny walley. Avatar had great CG i didnot even think that it is cg while watching it. Actually some scenes were too real and emotional to me.
But also in some games, they can be both realistic and dont fall in the uncanny valley. Like in ME2, there was a complete immersive universe combined with a great atmosphere and cinematic experience, i did not got distracted from the story/game/athmosphere because of the uncanny valley effects.
3333333333
|
|
|
Re: The uncanny valley for... level design?
[Re: Damocles_]
#314762
03/10/10 19:12
03/10/10 19:12
|
Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
|
Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
|
I found Fallout 3 worse than Oblivion. The characters really looked odd, there are clear cuts at the throats, the mapping was bad and the detail level was mixed on several textures. The skin folds looked strange, materials were unrealistic.
But I agree, the same happened with Oblivion. But the characters in the "Witcher" game looked very good to me.
Models, Textures and Games from Dexsoft
|
|
|
Re: The uncanny valley for... level design?
[Re: Machinery_Frank]
#314763
03/10/10 19:43
03/10/10 19:43
|
Joined: Oct 2004
Posts: 4,134 Netherlands
Joozey
OP
Expert
|
OP
Expert
Joined: Oct 2004
Posts: 4,134
Netherlands
|
Thanks all for your extensive input. I am reading all you say, and noting it down  . I find it also interesting that Frank thinks the first shot looks better, and that Frank thinks oblivion is better than fallout probably has the same reason. I have no opinion about oblivion and fallout as I didn't play either of them, but while disagreeing on the first image being better, Frank is not the only one who think it does look better. Apparently opinions are divided on this matter, but I can't imagine why. To me it is clear that the second screen I posted is better than the first, yet others think otherwise. So I can't deny it has become an opinion rather than "fact" of what looks better (while I assumed otherwise). This is what I conclude so far, but feel free to continue the discussion on the matter. I find it very interesting.
Click and join the 3dgs irc community! Room: #3dgs
|
|
|
Re: The uncanny valley for... level design?
[Re: Joozey]
#314784
03/10/10 22:46
03/10/10 22:46
|
Joined: Nov 2003
Posts: 523 Whitehorse, Yukon, Canada
Paul_L_Ming
User
|
User
Joined: Nov 2003
Posts: 523
Whitehorse, Yukon, Canada
|
Hiya. For me, what 'kills' a game is the use of motion capture. To me, when I see an obviously 3d character (re: pretty much all of them), and then it starts to move around in a realistic manner (re: MoCap)...the disjunction of those two aspects kinda squick me out. It's the same kinda thing (although less intense) when I see those pictures or TV adds for those kids who are doing 'talent pagents' when they are 7 years old...but trying to look and behave like 25 year old...er...'women with loose morals'.  Eeeeewwwww! Take a style and go with it; as long as that style isn't trying to look like *actual* reality, all's golden.  As soon as someone tries to duplicate reality, things go downhill fast. We still don't have the tech to pull off "perfectly realistic with no discernible difference". Maybe in 15 to 30 years...but not now.
^_^
"We've got a blind date with destiny...and it looks like she's ordered the lobster."
-- The Shoveler
A7 Commercial (on Windows 7, 64-bit)
|
|
|
Re: The uncanny valley for... level design?
[Re: Paul_L_Ming]
#314792
03/10/10 23:26
03/10/10 23:26
|
Joined: Jan 2006
Posts: 2,157 Connecticut, USA
Blink

Expert
|

Expert
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
|
Thats my thought exactly Paul. I am impressed with where technology is now as far as style goes, but that "uncanny valley" is very ugly. I feel uncomfortable sometimes watching a movie like beowolf that tries to "look" real, but still has that quirky, fake look and feel to the characters(although angelina looked awesome!). we have a long way to go, so if i had a preference, I would prefer style over realism. a movie like the incredibles or other pixar works because of the "style" of the characters, often show more"realism" than the cg movies that are trying to really look life like. but thats my opinion.
My Famous Quotes: "Hip hop is like a virus, infecting everyone and everything around it. Every form of media has some way,shape or form, assimilated hip hop into it." It has also mutated into other strains like, trip hop, house, rap, gangster, and conscious forms. Once you are infected with it, its with you for life."
|
|
|
Re: The uncanny valley for... level design?
[Re: Blink]
#314814
03/11/10 09:07
03/11/10 09:07
|
Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
|
Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
|
As a small independent developer I also would not dare to implement some realistic human characters in a production.
But if you ever played Crysis then you know it is possible and I did not feel a single uncanny valley moment while I played it.
Models, Textures and Games from Dexsoft
|
|
|
Re: The uncanny valley for... level design?
[Re: Machinery_Frank]
#314882
03/11/10 19:10
03/11/10 19:10
|
Joined: Oct 2005
Posts: 4,771 Bay City, MI
lostclimate
Expert
|
Expert
Joined: Oct 2005
Posts: 4,771
Bay City, MI
|
yes crysis did pull it off, and even the call of duty games which arent even close to crysis, pulled it off great.
EDIT: in fact one of my complaints when i first started playing COD: MW 4 is that it is hard to see enemies because the whole scene blends together so well that characters dont stick out.
Last edited by lostclimate; 03/11/10 19:11.
|
|
|
|