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Old 15-08-17, 22:39   #21
VictorXD
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^ Just look at that tree. Do you seriously consider it good?
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Old 15-08-17, 22:44   #22
Nigel Cassidy
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^ Just look at that tree. Do you seriously consider it good?
Yeah that tree looks like it's from 2005. (what is a tree doing indoors anyway?)
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Old 15-08-17, 23:24   #23
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Originally Posted by VictorXD View Post
^ Just look at that tree. Do you seriously consider it good?
http://imgur.com/a/WLwwj

The tree is kinda rubbish, but Lara looks OK.
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Old 16-08-17, 00:27   #24
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Originally Posted by Phlip View Post
Sometimes the graphics are just flat out crap in itself:

http://i.imgur.com/4JWKMuM.jpg

As much as I know cutscene and gameplay character models will look different, if the console has the power to produce, this, surely it has enough power to fix the above problems.

http://i.imgur.com/A8NCWEj.jpg
About in-game and cutscene models... ...I think the lighting is very, very important here. Even if you want to make just a render in any 3D program, it's among the first things that you have to learn is how to set up the lights properly. Doesn't matter how good your textures are, if you can't really show them.

That's one of the reasons why they always look better in cutscenes. After every cut they get their own, perfect spotlight (plus yeah, maybe they are more detailed, too), which tries to get the best out of all texture types. And of course to show the beautiful side of the characters' faces from the current angle, just like at a photoshoot.



In the middle of the gameplay that's sometimes impossible though, to find the best light settings for both characters and environment, especially in bigger places, I guess.
But then why they don't draw a better looking color/diffuse map for the skin with more details, fake effects, etc? They could change textures/models after a cutscene, or for example at longer rope bridges, where you can't even turn the camera:
https://youtu.be/9UqckJI_94A?list=PL...dyfXb_VE5&t=27
(0:27-0:36)
So they wouldn't get something like the first screenshot as a result at places like Soviet Installation.

Or... not?

Anyway, I'm not an expert on this, perhaps I'm saying stupid things.
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Old 16-08-17, 06:54   #25
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Interesting video. Yeah lighting has a ot to do with it, but I think it is standard to have higher end cutscene models at any rate.
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Old 16-08-17, 07:33   #26
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Crysis 3 is a good example. Look at the character details in this cutscene.
https://youtu.be/C13lhZAHfHw?t=2m52s

You will never get these results if you walk close to the character while playing.

Or Uncharted 4.
https://youtu.be/YpEFYDkpXE0?t=2h20m44s

In UC even the landscape looks better in some cases. Look at the lower details in a non-cutscene screenshot.
http://s01.riotpixels.net/data/f6/2c...-05-20.137.jpg
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Old 16-08-17, 08:12   #27
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Well, it's Crysis, of course it looks good! And I wouldn't be surprised if in the PC version the in-game models are the same as the cutscene models.

In general I think that PC ports should use the cutscene models in-game, at least for the main character in 3rd person games.

And it's always interesting to watch cutscenes from different angles and being able to see how they cheated to make them look good. There's also a ton of videos that show Halo cutscenes from different angles and even in Halo 3 back in 2007 they already used these lighting techniques.
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Old 16-08-17, 12:06   #28
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You are kidding, right?
Oh come on, that tree is right out of World of Warcraft
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Old 16-08-17, 12:44   #29
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Oh come on, that tree is right out of World of Warcraft
How dare you!? Trees in WoW look better.
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Old 16-08-17, 15:15   #30
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How dare you!? Trees in WoW look better.
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