The exhaustive mocap process of Detroit: Become Human.
Пікірлер: 20
@naejiee19526 жыл бұрын
2:43 Bryan, you never cease to amaze us.
@blankpage92776 жыл бұрын
They do that to get the actor's maximum facial range for the face model to be limited by.
@hyenn12316 жыл бұрын
1:45 Bryan?
@mars-uu9ym6 жыл бұрын
Katrina Seo Lol, yes.
@blankpage92776 жыл бұрын
@FizzyFishy just being goofy, probably
@wingoflife31403 жыл бұрын
1:50 poor tigger...
@April-rq1sj4 жыл бұрын
28 STAB WOUNDS
@SasukeGER6 жыл бұрын
I so much wanna do Mocap myself
@AlmondChocolateMilk2 жыл бұрын
I don’t think it’s as easy as it looks, but I really want to try it
@xielianenjoyer95715 жыл бұрын
3:20 where is the rest of his head :0
@galaxy_mooncat7794 жыл бұрын
Is he an android
@delfinaferreyra1193 жыл бұрын
Jajajaja is the husband of lucy
@-lowquality-33843 жыл бұрын
Im late lol its just a black hat x)
@ASouza-ut9kb5 жыл бұрын
Amazing awsome job! I'm making a game this year!
@gks49916 жыл бұрын
MUSTACHE.
@SolarScion Жыл бұрын
This game was so impressive. I can only imagine how much of the polish and natural look was down to the detail work done by the animation lead, and how she mentioned manually tweaking details so that it looked real, compared to things like the blend shapes and mova on Rise of the Tomb Raider, which looks very uncanny valley and procedurally generated, with the main character not even looking the same. I see a lot of the same "amorphous clay bag of oatmeal" look in Starfield as well, and much prefer when the character designers and animators use technology that works and had refined work done, rather than unfinished technology. Adventure game companies like Quantic Dream seem to have a much better handle, and take greater care with this, to noticeably better result.