voyage to mars
Thursday, December 23, 2004
  I noticed a few people commenting on yesterday's new screenshots - specifically the field of view (FOV) and the perceived 'flatness' of the Zoë model - and I'd like to address that briefly.

Yes, the FOV was definitely exaggerated in those shots. We currently don't have a way to adjust it when using the so-called 'god camera' (which allows us to fly around and snap pretty pictures inside the game), but we'll be adding that functionality soon. Keep in mind that most 3D games use an exaggerated FOV to enhance the sense of speed and space. With Zoë standing close to - and in two cases, slightly to the side of - the camera, you get a little warping of the model. Thus the 'fisheye' effect. It won't look like that in-game...except where we want it to look like that, of course. The next batch of screens might use an adjusted FOV.

As for the flatness of the character, that's literally a trick of the light. The Zoë model is actually incredibly detailed (though, of course, we're not done with her: we'll keep tweaking the player-character models until the game ships), and, in the right light, she looks absolutely stunning. But our artists haven't gotten around to setting up the lights in the scenes yet, and the exterior shots of Zoë in Casablanca use only temporary, placeholder lighting. The interior shot is slightly more representative, though that too uses an early lighting setup. And, of course, the FOV in that one makes Zoë look a bit like a (very sexy) cardboard cutout.

Thirdly, I saw a comment regarding the environments - that they don't seem to match the level of detail and complexity of those in The Longest Journey. Yes and no. They are actually much more detailed in Dreamfall than they ever were in TLJ, but then the background plates - the 'mattes', if you will - in the latter were not only retouched, but they were also very, very low resolution (640 by 480). Once you increase resolution, things look sharper and cleaner, but they can also look more clinical and less detailed. It's a trade-off, but once you see these scenes in motion, with a full assortment of shaders and lighting (these locations aren't done yet, and we are taking a calculated risk by showing you work in progress), they look absolutely stunning. Take my word for it. Yes, TLJ had the classic 'painted' appearance, but Dreamfall will look even better. In my opinion.

It's always a bit touch-and-go showing stuff that isn't quite ready for primetime, but it's either that or a total embargo on screenshots until we go gold. I'm happy to see that most people are excited about the new art, and I'm also - believe it or not - happy to get constructive criticism, and even negative feedback. It's tough working in a vacuum, which is why we like to show off what we're doing. I firmly believe that Dreamfall will look as good as anything else out there at the time of release, especially with the enormous amount of variety we have in the game. There are landscapes and characters in there that (I hope) will blow your mind. Not to mention motion captured animations, facial expressions, lip sync, wonderful voices, fantastic music, lights, shadows, particles and special effects - and of course that whole gameplay thing. Apparently there's a 'story', too. Ooooh. 
Comments:
those shots were fine and as for looking like a cardboard cutout, what's wrong with that? i got several cutouts standing in my apartment. donald rumsfeld, kylie minogue, mother teresa, michael moore and so on. it gives the place a lived in feel.
 
You mention motion capture... I'm wondering, do you use keyframing for animation at all? Or is it all just capture with some transitions? The reason I ask is I was going to apply for a job as an animator with FunCom (at some point in the foreseeable future), but I'm not sure now as tweaking mocap data doesn't seem like much fun to me, and I don't really understand why it's continually chosen over handmade animation as the latter almost invariably yields a much more interesting performance.

Mocap is often seen as the tool that will make all animation unecessary but all you have to do is compare The Polar Express or The Spirits Within with The Incredibles to see that this is never going to happen.

The only genuinely impressive use of motion capture I have seen to date is Gollum and that was only as good as it was because it was mixed with a healthy dose of keyframing as well.
 
Apart from the wide angle/light thing, Zoe might have a bit flat face because that is just her kind of beauty. Look here:

http://dreamfall.com

She is more flat than the others too. And I do not see anything wrong with that, that even might be good that the artists were not afraid to make her such original if they like to.

Best wishes :)
 
Hello there!

Think the screenshots look great, the potential for an absolutely amazing looking game is definately there. Can't wait for it to finally arrive - it'll take adventure games to a new level. I'm looking forward to seeing what other elements make up this game apart from the traditional point n click stuff, making it more of a real "adventure"!

Have a merry christmas and hope you get some time to relax!
 
I am very happy. Did you change your whole graphic direction? The early screenshots looked like doom 3 graphics...was it the lighting? I am not too fond of Doom 3's graphics, dont get me wrong they are cool but..I dont know I guess its the whole gray palette...Anyway, the necklace Zoe has, in some screens its very jaggy, my question is, is it a painted texture or does it actually move? :D
 
Thanks for the excellent responses Ragnar.
 
That's good to hear. Seeing Zoe's face look more round than oval on Dreamfall.com I was going to make a comment about the difference of models in game and pre-rendered. (Specifically, that it's far less than the difference between April in TLJ and April on the box or on longestjourney.com. I was quite shocked when I saw April on Dreamfall.com since she was so different than the girl we got to know in the game, but compared to the renders, it's a much less radical change).

Oops, I seem to have just made that comment anyway.

On the subject of these images, they are looking great for in-progress work. What really struck me was the light on Zoe's face in the first shot. If you look close, there's light on the top half but the bottom is in shadow. You don't see that often in games because those kind of shadow calculations are hard. If that means that they are drawing shadows from everything in the world, then there's very exciting potential for a very expressive world.

The visual elements seem to be there. But what's really important is whether they are used to tell a good story. I trust you to do it Ragnar, don't let me down. ;)

Merry Christmas
 
Yes, the shadows are great. Face expression is great as well (just the right kind of a look a heroine must have. Truly).
And voicing. I know I'll live with any voice this girl will have, but what about April? Sara Hamilton just has to be back - it's not like you do not know it, but for me (and many of us TLJ-lovers here) knowing she's back is the best present.
 
"Here, here" on the mocap comment - or now perfcap, as Tom Hanks mentioned in an interview. Apart from a very small amount of fine-tuning from animators, The Polar Express was pretty much all done by this technique and had some of the most stilted and rigid performances I've ever seen. The facial acting, rather than revelling in nuance, was actually so subtle to come off as stiff and I'd hate to see such nice modelling wasted by cost-cutting techniques (if it truly could be called that).

The Incredibles highlighted the superiority of good hand-crafted 3D animation over any kind of motion capture. The models in Dreamfall aren't complex enough to pull of the level of subtlety that mocap requires to work effectively, and would surely be better off with strong keyframes and vivid posing.

The Polar Express was rescued for me by some strong directorial choices and interesting use of the camera. That said, I'm looking forward to seeing how the visual narrative is pulled off in Dreamfall...

Keep on keepin' on. ;-)

SJH
 
Thank you for addressing my comments about the FOV, Ragnar. It is good to see that the developper is listening to fans.
I can't wait to see a demo, or maybe a video showing the animations.

Best wishes and happy new year,
Philippe
 
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