• DRAGON BALL FighterZ - Trunks Reveal Trailer
    26 replies, posted
[video=youtube;xdJcJ_zjB5E]https://www.youtube.com/watch?v=xdJcJ_zjB5E&feature=youtu.be[/video]
The fact that it appears to be fully 3D, and yet looks entirely 2D in motion is bizarre. Looks amazing though.
Cell Saga Future Trunks. Nice!
Does the framerate look a bit off to anyone else?
[QUOTE=Antary;52476721]Does the framerate look a bit off to anyone else?[/QUOTE] The characters are animated at a much lower framerate to better resemble 2D animation
The video is also 30fps.
[QUOTE=Antary;52476721]Does the framerate look a bit off to anyone else?[/QUOTE] ASW keyframe in 24fps, game run at 60fps, this video cap at 50fps
Please tell me this game isn't 30fps, no fighting game should be 30. Edit: I looked it up [URL]http://www.oneangrygamer.net/2017/06/dragon-ball-fighterz-will-be-60fps-but-use-30fps-for-anime-style-sequences/33830/[/URL] Ok, not a bad idea.
I'm guessing they vary the animation frame latency to get the animation look. Game is still 60fps so input latency is 16ms regardless of the animations
Guys that trailer was in 30 fps, [URL="https://youtu.be/MFSVc6hB_d4?t=53"]the game looks a lot nicer than that.[/URL]
[QUOTE=Wafflemonstr;52476662]The fact that it appears to be fully 3D, and yet looks entirely 2D in motion is bizarre. Looks amazing though.[/QUOTE] Japanese animation studios should have a look at this tech, it looks better than any of their 3D anime I have seen.
[QUOTE=AntonioR;52477323]Japanese animation studios should have a look at this tech, it looks better than any of their 3D anime I have seen.[/QUOTE] they dont give a shit and don't have talent, what arcsys does they have to do everything manually by hand.
[QUOTE=AntonioR;52477323]Japanese animation studios should have a look at this tech, it looks better than any of their 3D anime I have seen.[/QUOTE] They're using Unreal Engine cleverly, there's actually a conference or some sort that goes over what they do. They have like ten different shader/color maps, frame-by-frame lighting so that the models aren't just the usual "3D with a cel-shader slapped ontop," tweaked and personally-handled expressions on a per-frame basis as well, and other things such as fake smears to better emulate anime while still remaining stylishly smooth for a fighting game. ArcSys take their animation seriously. Blazblue, and Cross Tag by association, technically use 3D models as a basis that they then hand-draw over in spritework to create the animations there too, and it comes off as more efficient than what King of Fighters did a few years ago.
[QUOTE=RikohZX;52477412]They're using Unreal Engine cleverly, there's actually a conference or some sort that goes over what they do. They have like ten different shader/color maps, frame-by-frame lighting so that the models aren't just the usual "3D with a cel-shader slapped ontop," tweaked and personally-handled expressions on a per-frame basis as well, and other things such as fake smears to better emulate anime while still remaining stylishly smooth for a fighting game. ArcSys take their animation seriously. Blazblue, and Cross Tag by association, technically use 3D models as a basis that they then hand-draw over in spritework to create the animations there too, and it comes off as more efficient than what King of Fighters did a few years ago.[/QUOTE] [url]http://www.gdcvault.com/play/1022031/GuiltyGearXrd-s-Art-Style-The[/url] read from asw themselves, they offer explanation.
Honestly, the tech that ASW made behind GGXrd and now DBFZ is seriously impressive and takes a lot of effort to get right. We're talking things like manually editing vertex normals because just pure cel shading often doesn't get the look right, as well as modifying UE3 (now UE4) itself in order to support things like animation scaling, smearing, etc. One character in general can take many months to "complete", and GGXrd has tons of them. [QUOTE=ashxu;52477339]they dont give a shit and don't have talent, what arcsys does they have to do everything manually by hand.[/QUOTE] Not only that, but most anime productions are actually pretty low budget while also being on strict time schedules. Even if you have hundreds of animators (most of them probably novices in most cases) working on something like this, getting it all done in the span of a week (a lot of anime have their episodes made on a weekly basis) is a very daunting task. Even if GGXrd might have been relatively low budget for most games these days, I can imagine the game's budget was still more than most anime productions, and they also had shit tons of more time. Again, one character in Xrd would probably take many months to complete, while an anime would have many scenes with multiple characters finished in the span of a week or two. Constraints like this are pretty much the reason why the new Berserk anime has been heavily criticized. It's not so much because the animators have no talent or "they don't care", it's because they simply don't have the time or budget in order to achieve the visual quality and polish that ASW has. Even ASW's tech would probably break down somewhere if you had to make a new episode every week or two with different scenes and characters, meaning you'd have to constantly fiddle with lighting and vertex normals for just about every frame. As such, they have to take the "lazy" approach and just do limited animation on typical 3D cel shaded models. It looks very rough, but it's really their only choice. Constraints like that are also the reason why there are many "quality" moments in 2D animation even. Things like background characters having low quality faces or even animation quality being really rough.
[QUOTE=AntonioR;52477323]Japanese animation studios should have a look at this tech, it looks better than any of their 3D anime I have seen.[/QUOTE] Arcsys gets to animate a bunch of characters perform a specific range of actions meticulously for a year or two, TV production schedules aren't quite so lenient so even if most of the studios weren't talentless hacks, you wouldn't get results quite as good. Having both time and talent gets you stuff like the Gravity Rush OVA and Cassette Girl. [vid]https://my.mixtape.moe/uwqasj.webm[/vid] [video=youtube;GEwgAe6VfVU]https://www.youtube.com/watch?v=GEwgAe6VfVU[/video] [editline]18th July 2017[/editline] [QUOTE=Rahu X;52478147]-long post-.[/QUOTE] Don't make excuses for Berserk, that makes the average CG TV anime look like fucking Akira.
[QUOTE=Reds;52478149] Don't make excuses for Berserk, that makes the average CG TV anime look like fucking Akira.[/QUOTE] I wasn't? I was just explaining why their animation sucks. It's fucking terrible, and there's really no excuse for them to go full on 3D over 2D given typical anime budgets and time constraints, but whatever. Just saying, there are reasons why animation sucks in most anime productions, and it's not just due to "incompetence" or "not caring" like most people seem to say. I'm sure the animators care immensely about the quality of their product, but when you're on a strict and tight schedule with very low budgets, the result is always going to be sub par. If there's anyone who doesn't care, it's probably the business side of things.
It's strange that one of the few anime to do 3D animation remotely well was that anime with the zodiac animal girls that was all cutesy normally and then went full blooded shonen for 3D battles. You're not seeing anything remotely similar to what ArcSys do on a TV budget, you'd sooner see that in movies. Then again i'm not entirely sure what 3D anime movies there've been in recent years, as in entirely so; it's been more of an attempt at the revival of 2D as far as I know.
Ugh... it's so sad how top notch all of this looks, and yet the scale of everything is so constrained to the tiny space provided in the name of arcade-style Street Fighter crap. It's a game I'd never play because of these constraints. Seeing Frieza do a Death Ball from like, six feet off the ground will never NOT look all kinds of wrong. This is why I don't do fighting games...
Please get these guys to make the next Jojo fighting game when they're done with this.
[QUOTE=Vigilante2470;52479582]Ugh... it's so sad how top notch all of this looks, and yet the scale of everything is so constrained to the tiny space provided in the name of arcade-style Street Fighter crap. It's a game I'd never play because of these constraints. Seeing Frieza do a Death Ball from like, six feet off the ground will never NOT look all kinds of wrong. This is why I don't do fighting games...[/QUOTE] It's a video game. The closest any game's gotten to really capturing the feeling of DBZ as a whole are the Tenkaichi games, which have their own share of flaws here and there, and don't even get anyone started on Ultimate Tenkaichi. At least with FighterZ, when someone pulls out a destructive Super that gets a KO but doesn't end the match yet, the arena gets wiped out as a result. As it stands, I can see the game for its merits as a fast-paced DBZ fighting game, so i'm okay with it.
I feel like it's a pretty good representation of DBZ on a grounded scale as well as one of the best love letters to the fans of the series. I mean, even the moves and the angle they were shown, either in the show or in the manga, are 1:1. [URL="https://imgur.com/Q0tcGrp"]Trunk's burning attack compared to the show[/URL] iirc, someone from the dev team who was interviewed (I think it was the director) said that they chose 3v3 so that they could also implement more characters that wouldn't be able to stand their ground on their own otherwise (like Yamcha, Hercule, Videl and the likes), which I wouldn't be surprise to see them in the roster with their own moves and probably provide unique roles to teams that implement them.
[QUOTE=alpha00zero;52479763]I feel like it's a pretty good representation of DBZ on a grounded scale as well as one of the best love letters to the fans of the series. I mean, even the moves and the angle they were shown, either in the show or in the manga, are 1:1. [URL="https://imgur.com/Q0tcGrp"]Trunk's burning attack compared to the show[/URL] iirc, someone from the dev team who was interviewed (I think it was the director) said that they chose 3v3 so that they could also implement more characters that wouldn't be able to stand their ground on their own otherwise (like Yamcha, Hercule, Videl and the likes), which I wouldn't be surprise to see them in the roster with their own moves and probably provide unique roles to teams that implement them.[/QUOTE] Oh my god that gif is beautiful.
I'm not a huge fan of DBZ and honestly, I like it, its fun to watch, but its pretty flawed at the same time holy hell though, this is some wicked accurate nonsense and looks so [B]absolutely hype as FUCK[/B]
[QUOTE=RikohZX;52479608]It's a video game. The closest any game's gotten to really capturing the feeling of DBZ as a whole are the Tenkaichi games, which have their own share of flaws here and there, and don't even get anyone started on Ultimate Tenkaichi. At least with FighterZ, when someone pulls out a destructive Super that gets a KO but doesn't end the match yet, the arena gets wiped out as a result. As it stands, I can see the game for its merits as a fast-paced DBZ fighting game, so i'm okay with it.[/QUOTE] Personally, I'm glad that it's changing to this fast-paced traditional fighter. I was getting sick of most DBZ games just being flying around shooting ki blasts at each other with little real fighting.
[QUOTE=RikohZX;52479608]It's a video game. The closest any game's gotten to really capturing the feeling of DBZ as a whole are the Tenkaichi games, which have their own share of flaws here and there, and don't even get anyone started on Ultimate Tenkaichi. At least with FighterZ, when someone pulls out a destructive Super that gets a KO but doesn't end the match yet, the arena gets wiped out as a result. As it stands, I can see the game for its merits as a fast-paced DBZ fighting game, so i'm okay with it.[/QUOTE] I don't know, Budokai 3 is probably my favourite with the fast pace and stuff, and the change between it and the first Budokai Tenkaichi was kind of eh for a good while.
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