• CGI Breakdowns HD: The gap between real-life and 3D is closing in.
    57 replies, posted
hair seems a little to 'dry' looking, too stagnant, it's not quite random enough in a way that's truly natural
Kind of surprised this looks so bad (though for some reason the same sequences looked fine during the breakdown). I've seen what I think is better as noted in the Ryse footage and this video [media]https://youtu.be/HjHiC0mt4Ts[/media] Wonder if it's them composting it into reality/lack of full fidelity in the backgrounds?
despite the fact that I can see the differences, this is still really cool.
[QUOTE=Chihuahua;47805479]Kind of surprised this looks so bad (though for some reason the same sequences looked fine during the breakdown). I've seen what I think is better as noted in the Ryse footage and this video [media]https://youtu.be/HjHiC0mt4Ts[/media] Wonder if it's them composting it into reality/lack of full fidelity in the backgrounds?[/QUOTE] Yeah, this guy's done the best CG head I've seen and with 0 scan data. It's just well sculpted with hand painted displacements. I think the biggest issue with OP video is that the lower eyelids don't move at all.
Uncanny Valley.
[QUOTE=Stiffy360;47801722]Some of the skin looked off as well. It depends on the skill of the artists. If they're really good, you can even make realistic faces in videogames [video=vimeo;86232748]https://vimeo.com/86232748[/video][/QUOTE] it's pretty hilarious that ryse looks better than the op video
[QUOTE=Stiffy360;47801722]Some of the skin looked off as well. It depends on the skill of the artists. If they're really good, you can even make realistic faces in videogames [video=vimeo;86232748]https://vimeo.com/86232748[/video][/QUOTE] Now, see, I like this. You can tell it's a video game, still, but the animation is so good it sells it anyway. All the more evidence to me that's what we should focus on instead of bigger textures and higher polycounts.
I think that's why Pixar movies are so amazing. Although the characters are cartoons, you feel for them, and can suspend your disbelief because the animation is so well done.
It's impressive but to me it still looks really flat. I think solid objects are almost perfected, but animals and humans will need years more work. Oh wait, just finished watching it and I didn't realise the only thing that was CG was the people, I figured the grass was as well when she was touching it. I guess it blends better than I thought.
[QUOTE=SebiWarrior;47800390]The only way I can tell if something's CGI when it's so realistic is the movement. There's just something off about it. It's a subtle detail, like with the hair.[/QUOTE] I think actual human movement is more... jerky, I guess. The CGI dolls move too smoothly to be natural. Also, something is wrong with their skin. Can't quite put my finger on it. However, I will say that they've successfully passed the crest of the Uncanny Valley and are on their way to things that are starting to look more real and less creepy.
[QUOTE=FFStudios;47800599]It looked so lifeless and I loved every second of it. There's something haunting about the idea of not being able to tell between a CGI replica and a real human except for subtle nuances in the motion or animation. Good premise for a horror film.[/QUOTE] The fact that we need to point out that it looks lifeless tells a lot. [editline]26th May 2015[/editline] [QUOTE=Nikita;47807000]something is wrong with their skin. Can't quite put my finger on it. [/QUOTE] literally
One thing they can do to get past the uncanny valley barrier in terms of animation is develop full range motion capture. Record an entire performance from the body to the voice and face. They have that today, but it can always be better.
i like how they broke it down and showed wire-mesh frames as if we didn't know it was CGI to begin with.
[QUOTE=angelangel;47807699]i like how they broke it down and showed wire-mesh frames as if we didn't know it was CGI to begin with.[/QUOTE] showing the wiring is extremely common (almost required) when doing a showcase of your character/animation work, regardless of whether you're selling it as super-realistic
I do notice that the weakest cg faces seem to come from scanned actors and captured performances, and the best are usually hand sculpted and hand keyed/ heavily modified mocap.
[QUOTE=loopoo;47800641]I dunno why they tried using this as an example, I've seen much better, more lifelike CGI.[/QUOTE] I laughed when they did that thing where the model suddenly turns into a wireframe as if we couldn't tell it wasn't real. It works if it's really good CGI, this just wasn't.
[QUOTE=DiBBs27;47800536]They human eye is so good at determining the uncanny. It's incredible.[/QUOTE] That would be the brain.
[QUOTE=xalener;47809900]I do notice that the weakest cg faces seem to come from scanned actors and captured performances, and the best are usually hand sculpted and hand keyed/ heavily modified mocap.[/QUOTE] The Last of Us had really good facial performance and I feel like that was due to animators using recorded reference footage of cameras affixed to the actors heads and hand-animating the cutscene models
[video=youtube;gx9eDoS76LM]https://www.youtube.com/watch?v=gx9eDoS76LM[/video]
Helpful guide: [img]http://upload.wikimedia.org/wikipedia/commons/thumb/f/f0/Mori_Uncanny_Valley.svg/461px-Mori_Uncanny_Valley.svg.png[/img]
[QUOTE=Veggies;47817545][video=youtube;gx9eDoS76LM]https://www.youtube.com/watch?v=gx9eDoS76LM[/video][/QUOTE] this one is a LITTLE misleading, as she had a real actor after they needed her to stand up, and they superimposed the face on her similarly featured head. It went from slightly uncanny smooth head motions to moderately well done blending on an actor and still has that aura of "off" to it I did come back to this thread to post this though, apparently the company that did this is doing the facial rigging/animation for star citizen. Since it's face-only animation the head is pretty much locked unnaturally upright, but damn look at those features scrunch [media]https://vimeo.com/122667590[/media]
He looks like he's being hung upside down
[QUOTE=dai;47818895]this one is a LITTLE misleading, as she had a real actor after they needed her to stand up, and they superimposed the face on her similarly featured head. It went from slightly uncanny smooth head motions to moderately well done blending on an actor and still has that aura of "off" to it I did come back to this thread to post this though, apparently the company that did this is doing the facial rigging/animation for star citizen. Since it's face-only animation the head is pretty much locked unnaturally upright, but damn look at those features scrunch [media]https://vimeo.com/122667590[/media][/QUOTE] How can they perfect all those expressions but fuck up the head movement? It's like his face is moving over a brick wall
Things that immediately popped out as wrong is the hair and something about the motion blur.
[QUOTE=omarfr;47806474]I think that's why Pixar movies are so amazing. Although the characters are cartoons, you feel for them, and can suspend your disbelief because the animation is so well done.[/QUOTE] I love artstyle in games in general characters are far more realistic when you see their emotions, rather than are told that they're sad or the budgets based so far up its own ass in texture work that the characters look like emotionless roaches a character with the detail of even tf2 will be far more believable and far easier to relate to, with great animations than a character with LA Noire/3d rendering tier looks only with bad animations
Something about her head movements seemed unnaturally fluid. hair seemed a tad sturdy, there's something about the skin that just seems fake. I can't tell what about it, it just seems false.
Sorry, you need to Log In to post a reply to this thread.