In L.A. Noire's latest video, everyone witnessed the incredible quality of the facial animations. In this first Developer Diary, you will find out more about the facial motion capture techniques they used to achieve such realism and you will also see that they have chosen a very promising cast for the game. Impressive to say the least.
All comments (41)
Although with a plainly obvious predecessor. :D
Wondering why they've still not shown any gameplay yet..
The realism could be used in very bad ways, think about it.
What I want to know is, are these going to run in realtime and at what framerate? Because those faces contain a LOT of geometry, and that's evident by the depth shown in the lips and chin expressions, etc. Well, I don't know much about this game but I'm really hoping it doesn't end up being some boring scene to scene adventure game. I want control. I want real time interactions.
What I want to know is, are these going to run in realtime and at what framerate? Because those faces contain a LOT of geometry, and that's evident by the depth shown in the lips and chin expressions, etc. Well, I don't know much about this game but I'm really hoping it doesn't end up being some boring scene to scene adventure game. I want control. I want real time interactions.
i do hope most if not all devs use this technique for games next gen. that way the environment and bodies will match the quality of the faces
GPU's have finally got such a rich new feature set that it would be a jump in capability much as last gen to current gen was.
Sure it's somewhat "creepy" but it's the first real advancement in facial animation for games in a long time and some more traditional animation looks creepy / cumbersome anyway. This captures so many nuances of the actors perfomance, very like the facial capturing in avatar did.
@Tomarru: could you point me towards some of those nvidia videos?
It's like GT5 - awesome looking cars instantly show up the tracks short comings of 2D backgrounds and popup.
The limitations of the 5yr tech are becoming as obvious as the great examples of things to come
But they could just not digitize and use real 3D video and be done with it. After all they are still making the actors to act everything. :) Maybe the actors would stick out like a sore thumb from the surroundings, but they would look even better.
This piece of news has a clever title, because that is Leo (Brian Krause) from Charmed. Also there was Walter (John Noble) from Fringe at the beginning.
Heavy Rain has to a somewhat degree better face models in terms of being realistic, more details and unique faces. here it's like they use the same texture work in all faces and all lack the finner details (scars, pores, facial hair) in close ups.
Now, L.A. Noire DESTROYS heavy rain and any game elsewhere in facial animation and movement. Who really cares if your face is superior in still shots, if it's uncanny valley every single played second because of the fish mouths and akward face poses. The game mannequin suspension of disbelief is instantly broken.
I guess the lesser visual quality in L.A. Noire is a technicality of the tech they use to paint/model their faces, I just don't any other reason to why they can't have more human detail instead of baby smooth faces to all of them.
It would be nice if they had the tech to scan the actor's faces with all different poses, record specific dialog, and then be able to create whatever lines and emotions they want. Otherwise, we are still tied to the little dialog that is captured during the mo-cap sessions. I am hoping this kind of technology exists by the next generation of consoles, and leads to some TRULY open, dynamic, and unique gameplay. For the time being, this looks to be a really well done, linear story game.