Thoughts on this Korean-looking GIrl
Thoughts on this Korean-looking GIrl
I didn't know if this was already posted before, but what did you guys think of this Korean-looking girl? Do you think it jumps over the uncanny valley?
Sadly, no video. Would have been uber-nice to see the realism in action. Got wind of this from some tech forum earlier today. Aaaaand here's a larger image I just found just now. Image is large in size, so I'm direct-linking it:
http://bp3.blogger.com/_wvoLtwni0kc/Rd2 ... g+girl.jpg
I wish I was in graphics and not in stupid A.I.
http://bp3.blogger.com/_wvoLtwni0kc/Rd2 ... g+girl.jpg
I wish I was in graphics and not in stupid A.I.
Hmm, pretty nice pic even when large. The hair looks a bit fake near the shoulders, but not something you'd notice on a smaller pic, huh? But obviously, they can't do individual strands of hair, just "cloth" with the proper texture.
I don't envy graphics though. Absolutely hated it. The results are fun, but the calculations are hell.
I don't envy graphics though. Absolutely hated it. The results are fun, but the calculations are hell.
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I can't believe you made such a sexist blanket statement... -____- about girls in comp sci, no less. Pauli, I thought you were better than that.XiaoPauli wrote:But all the cute girls in CS study graaaaphics!ethidda wrote:I don't envy graphics though. Absolutely hated it. The results are fun, but the calculations are hell.
It's okay, pauli would have never made it out alive in graphix anywayethidda wrote:I can't believe you made such a sexist blanket statement... -____- about girls in comp sci, no less. Pauli, I thought you were better than that.XiaoPauli wrote:But all the cute girls in CS study graaaaphics!ethidda wrote:I don't envy graphics though. Absolutely hated it. The results are fun, but the calculations are hell.
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That's a nice CGI, there's always points of improvements but, can't wait until we can utilize that in a game environment and see what we can pull of with it, I must say that Guerrilla Games with Killzone for the PS3 and the post-processing effects like ray-tracing will be a nice touch already but that still won't make it go up towards that kind of quality. Another nice cinematic feature is the mocap, ragdoll blending combination but that's not pushing the graphics limit but something different, still it gives a nice touch to movement and makes the ragdolls look less of a goon than in current games, although in some games like Left 4 Dead it's hilarious, it never stops to amuse to see a zombie ragdoll bounce of in funny ways in all different kind of directions.
Even so that's still not my cup of coffee (thee), I'd rather just code the gameplay, AI or network rather than concerning myself with the graphics.
Even so that's still not my cup of coffee (thee), I'd rather just code the gameplay, AI or network rather than concerning myself with the graphics.
They can, actually. See here:ethidda wrote:But obviously, they can't do individual strands of hair
http://www.blender.org/development/rele ... r-and-fur/
Textured hair is only used in games, to speed up rendering.
CG artists usually don't do any calculations.I don't envy graphics though. Absolutely hated it. The results are fun, but the calculations are hell.
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Indeed, however I don't expect it to take too long before we can have that in game.
Blender is currently targeting the game industry to have it use their software in development (content creation) for games.
We've already been looking into this software and seeing what we can do with it for our games and designing new systems to push the graphic limits for games, although that's not my department I do find it rather interesting.
Blender is currently targeting the game industry to have it use their software in development (content creation) for games.
We've already been looking into this software and seeing what we can do with it for our games and designing new systems to push the graphic limits for games, although that's not my department I do find it rather interesting.
Hmm, eye, I stand corrected. That head of hair is indeed very impressive (if not a little disturbing since there was nothing else). However, I think that straight hair is much easier to render and calculate than wavy and curly hair. (I could be wrong. I never wanted to touch graphics again after the introductory class.) Also, the fur and grass renders are quite different, as they are both short enough that they wouldn't tangle (and hence being spatially pre-sorted works).
Lol, I suppose CG artists wouldn't do much calculations, but Pauli and I were talking about graphics as a computer science/engineering field, and not the artists' perspective as it's our field of study.
Lol, I suppose CG artists wouldn't do much calculations, but Pauli and I were talking about graphics as a computer science/engineering field, and not the artists' perspective as it's our field of study.
Wavy and curly hair is possible too. The particle systems used to render the hair strands react to physics. Using force fields you can make all kinds of hair styles and also simulate gravity and wind. Here's a video tutorial:ethidda wrote:Hmm, eye, I stand corrected. That head of hair is indeed very impressive (if not a little disturbing since there was nothing else). However, I think that straight hair is much easier to render and calculate than wavy and curly hair. (I could be wrong. I never wanted to touch graphics again after the introductory class.) Also, the fur and grass renders are quite different, as they are both short enough that they wouldn't tangle (and hence being spatially pre-sorted works).
http://www.mentalwarp.com/~fred/divers/HairTutorial.avi
Blender is free, so download and check it out if you like. It's fun.
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