Re:Carmack Unscripted
by dandellion on Tuesday October 11, 2022 @08:13PM
(#33171000)
Mii avatars probably have even less polygons and use simpler shading and they look a lot better to me.
You actually don’t get the “uncanny” feeling from this? Compared to non-Meta avatar systems and game graphics? Are non-gamers less susceptible to it? Is that how these avatar systems goes through the front door???
Re:Carmack Unscripted
by GekkePrutser on Wednesday October 12, 2022 @11:16AM
(#33178215)
I'm very much a gamer but I don't think this is so bad, no..
Re:Carmack Unscripted
by jay_kyburz on Tuesday October 11, 2022 @09:33PM
(#33171654)
It's not the number of polygons that is the problem, its how they are arranged and the colors on them.
They need to hire an better Art Director.
Re:Carmack Unscripted
by jay_kyburz on Tuesday October 11, 2022 @09:39PM
(#33171694)
It's not the number of polygons that is the problem, its how they are arranged.
They need to hire an better Art Director.
They could take some polygons out of the glasses and give the characters legs at least!
Update: They are a actually doing a lot there. The lips and eyebrows are moving. It has skinned animation. When I started in the industry we were designing characters that would inanimate without skinning, everything was static like a wooden puppet.
See the keynote for the resin for the lack of legs, and the new avatars coming soon.
Re:Carmack Unscripted
by squeaky-clean on Tuesday October 11, 2022 @11:07PM
(#33172293)
I'm pretty confident this has more polygons and higher resolution textures than a gameplay scene in Final Fantasy XII. Those models had 256x256 textures and 1500 polygons total per character. Just the glasses virtual-Carmack is wearing are probably pushing 200+ polygons when they could be 3 quads and a clever texture. I was going to think maybe they wanted to avoid using transparency in their textures, but he's standing in front of a large virtual glass door.
But still I agree with the other commenters, they should have gone MORE cartoony and more simple. This is just a simultaneously creepy and goofy middle-ground.
And remember these scenes can be modified by users and are loaded as needed.
This is not like a precooked scene in a computer game where designers spend weeks fine-tuning the lighting model.
I notice pretty much all quest apps use ambient lighting only which gives them this fake look. Some nice spotlights would do a world of good. But I guess anything better than this is just too expensive for the system.