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I think The Principle is that you're supposed to construct an NPC's face as if it's actually a face, with a skeleton and musculature underneath. You wouldn't model and animate a gun without knowing the precise size of the parts and how they move, why wouldn't you do the same for a human face?
Huh? Whazzat?
Slighty off topic, but did Besthesda use the same Gamebryo engine for Fallout 3 as Oblivion?
The secret to lifelike human faces in games is so simple, it's just a basic anatomical principle - any artist will know what it is straight off. Yet most developers still don't do it - because it takes longer and thus costs more.
Valve got it right. Crytech also got it right. I can't think of any other developers that have yet.
Nope. Much simpler.
It's a secret...
One of these faces lives right at the bottom of Uncanny Valley. Which, and why?
No, it's nothing to do with animation. A face doesn't have to move to look lifelike, neither does it need to look lifelike to convey realistic emotion.
One of these faces lives right at the bottom of Uncanny Valley. Which, and why?
Its this one, and its because there is no expression on her face. And that is because of the animation. When 3D characters are created they're made expressionless so that the animators can give them life and expression. So it does have something to do with animation. Or at least posing, which is really just a one frame animation for all intents and purposes. But that doesnt have anything to do with any kind of "anatomical principle." The anatomy could be there, but if the animator doesnt do anything with it, then its just bad animation, not bad anatomy. And yes, a face MUST move in order to be lifelike, or else its deadlike, which is usually a large part of why the "uncanny valley" creeps people out. An unmoved face is just expressionless, distance staring deadness. But no, what you're talking about is simply giving a character lifelike expression, which many games now are improving on, now that we're not so limited by our technology.
When I look at this character, I see one of the better examples of character modeling
The answer is...?
God damn you're annoying.
So why is it that CROM is suddenly an expert in modeling, anatomy, and psychology?
Symmetry. Her face is totally symmetrical and none of the others are.Nope.
OK, take any photo of any face and duplicate it. Take one of the images and flip it horizontally in PS or something similar. Compare it with the original. What do you see?
It's a basic anatomical feature of every face on the planet that enables us to recognise a face as an individual human being, instead of just another fleshy blob with 2 eyes, a nose and a mouth. But nearly always ignored by 3D modellers, because it's easier / quicker / cheaper to do so, at the expense of reality.
The answer is...?
Even so the facial expressions of those two aren't symmetrical either.riom's right. Now that I notice it, the right side of all the faces excluding the bug's life and King Kong pic are ever so slightly drooped.
No, it's nothing to do with animation. A face doesn't have to move to look lifelike, neither does it need to look lifelike to convey realistic emotion.
One of these faces lives right at the bottom of Uncanny Valley. Which, and why?
One of these faces lives right at the bottom of Uncanny Valley. Which, and why?
Procedurally generated asymmetry?
Symmetry. Her face is totally symmetrical and none of the others are.
But what about symmetry -> beauty?
Perfect symmetry is uncanny though.
So why is it that CROM is suddenly an expert in modeling, anatomy, and psychology?