FEEBACK: Steampunk Faces
Faces 7 / 16
Faces Classic / Victorian
Faces from Cov / Issue 6 (and some older low-rez faces for comparison)
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Subjective (with a hint of encouragement):
I just don't like the new faces. I understand what they did to achieve this new "art magic", but I agree... they look like plastic dolls. The methodology of what they are attempting shouldn't be scrapped... it should be refined. Keep playing with it devs.
"You sir, have never been in a hammer fight, that much is clear."
-Blast_Chamber
*yeah, I quoted myself.
I like the new male faces, and one of the female faces, the other one looks quite off to me, I dont have time to boot up game, its the one with the beauty spot that looks good.
But I do agree, they are a bit creepy and 'lifeless doll' although I just think its because theres alot more detail than we've had before.
Subjective:
I don't believe the new faces are bad, but they are certainly not good. If the difference between the old and new ones weren't as jarring, you wouldn't be able to tell them apart. If anything, the new shininess and better shaders make them look like they're smeared in oil. They're serviceable for what they are, which is another low-detail face option.
Objective:
The new faces have very low-resolution textures and a very low polygon count that the new shaders don't do much to offset. When compared against the Mutant Pack faces, which have VERY high-res textures, the new faces appear very much out-dated. I run the game at HD resolution, and it's very obvious on my screen what items have high-resolution textures and which don't.
Low-res costume items make the game look dated and ugly, whereas high-resolution items hide much of the age. For years now there seems to have been a concentrated effort to add more special effects to the game when the basic truth is that sharp textures and detailed meshes do far more than graphics technology can ever accomplish. The best graphics technology can hope to achieve is reproduce the effects of large textures and complex meshes, which it utterly fails to do in this case.
The first thing faces in City of Heroes require is not new technology. It is a higher standard of basic quality, which means more detailed texture and more complex meshes. Only once that is achieved should other technical fields be pursued.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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One thing I noticed is that the high-res faces don't play well with the low-res add-ons, mainly facial hair. Even the new mustache looks pinned on and the older stuff looks like someone slapped a plastic goatee on the guy.
By themselves, they don't look so bad although I prefer the male ones over the female ones.
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
I just love the new faces. They need to fix the reflective thing, btw.
Would be good if we could have faces with more poligons counts, better meshes for well rounded faces, and tintable eyes that randomly blink...
That would rock.
I honestly don't like the new faces. They look low detail, generic, and emotionless, much like most of the new faces we seem to get. The whole wax look just makes them look creepy. Really wish we could get some faces with character or emotion.
Uncanny Valley
http://tvtropes.org/pmwiki/pmwiki.ph.../UncannyValley
That much being said however...
The current standard heads in CoX, including those released in the Steampunk pack, simply do not have the resolution for normal maps to look good. This means both texture map resolution and geometry resolution.
I have no idea what the high definition models you're pulling the normal information from look like, but you're not picking up or conveying much more detail than you were before.
Additionally, the lighting system in CoX simply isn't up to the task of showcasing the normal detail either. Aside from the warehouse maps with the bright lights right at the entrances, the lighting in the game simply lacks contrast to show anything off. Normal maps really need a character lighting rig with proper rim lights.
Lastly, any time you add this kind of detail to a CGI human face, it only highlights the fact it lacks Sub Surface Scattering. That's where people are getting the ' plastic sheen' and 'doll/mannequin' vibes from.
The TLDR bottom like is these faces are more lifeless and fake looking than some of the old painted/photosourced ones. Shy of creating new face geometry and complex shaders, you can't really do anything about it except go for a more stylized look.
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The TLDR bottom like is these faces are more lifeless and fake looking than some of the old painted/photosourced ones. Shy of creating new face geometry and complex shaders, you can't really do anything about it except go for a more stylized look.
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Of course, I'm not talking face resolution high enough to see the pores in the skin, that wouldn't help matters any, but at least high-enough to where we can see eyes, eyelids, eyebrows and mouths CLEARLY, rather than in large blocky interpolated pixels would go a long way towards making faces look so fake.
One need look no father than Katie Douglass' final Morality Mission in Praetoria, where you see a close-up side shot of her face. It makes it very clear that her eyes are painted on forward-slanted surfaces stretched between her cheeks and her eyebrows. That's a very good representation of a lot of what's wrong with contemporary faces. They're blocky and pixellated!
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Not a fan of either face. I thought a more weather beaten face and older professor looking faces for the men would be better and more the style. Hell I thought there would be a new scarred face or two since that is popular in that fiction.
The women faces are ugly just have a bunch of detail but are bland. So what if one has a beauty mark? They look boring.
The faces are okay nothing inspiring with them. Nothing original and creative in them.
After the Animal Pack which was brilliant this has been a let down on faces here.
I have no idea what the technology/technique was to do the Organic faces or the Clockwork faces but both seem to look superior to the Steampunk faces. If I was able to use Organic without the "organic" bits or if the basic clockwork face was available as a flesh option, I would use them all the time.
The only alterations I made on these was to add lipstick to the female clockwork. But there's a night and day difference between the organic/clockwork faces and the steampunk ones and I far prefer the look of the former.
The comparisons to the organic and praetorian robot faces highlights some problems:
The Steampunk faces smooth out textures like the tiny lip wrinkles lending toward the waxy appearance.
The Steampunk faces have contrasts that are too high (darks are too dark, lights are too light).
The Steampunk faces have a heavy shadow on both sides of the nose... which only happens when the face is lit from below, which makes the face look unnatural (and especially because the other features are clearly lit from above).
I mentioned above how the male brows become too narrow at the ends... a modern affectation. The same goes for the female brows: They look overplucked and drawn on... which is fine for a modern face, or a 60s face, but not a Victorian one.
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I have no idea what the technology/technique was to do the Organic faces or the Clockwork faces but both seem to look superior to the Steampunk faces. If I was able to use Organic without the "organic" bits or if the basic clockwork face was available as a flesh option, I would use them all the time.
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The "hi-res" faces on the various CoV groups that Zombie Man has been trumpeting here and elsewhere are not in fact higher-resolution at all. In fact, they're lower resolution, since, being symmetrical, the textures only need to be half as wide, unlike player faces which can be asymmetrical. That's probably part of the reason the noses look so inhumanly pointy, too.
Either way, the villain group faces have a grain or noise to them that makes them look ugly and out of place next to player faces, and I for one do not want them added to the costume creator.
Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.
I have no idea what the technology/technique was to do the Organic faces or the Clockwork faces but both seem to look superior to the Steampunk faces. If I was able to use Organic without the "organic" bits [...] I would use them all the time.
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The normal maps just...eh, they seem to be working wrong. I see someone already mentioned that they seem to be using reflections where they shouldn't be, something I alerted Freitag to pass on when he popped in game before.
Please, HD and make PC useable the NPC faces first. Some of them are GREAT!
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Either way, the villain group faces have a grain or noise to them that makes them look ugly and out of place next to player faces, and I for one do not want them added to the costume creator.
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Bring in da noise! Bring in da funk!
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I have no idea what the technology/technique was to do the Organic faces or the Clockwork faces but both seem to look superior to the Steampunk faces. If I was able to use Organic without the "organic" bits or if the basic clockwork face was available as a flesh option, I would use them all the time.
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But the Organic Armour faces prove one point beyond reasonable doubt - a high-resolution texture counts for a hell of a lot more than any amount of shading or special effects. It's a really basic fact of 3D graphics that high-polygon meshes and high-resolution textures make for by far the GREATEST impact on visuals, bar none.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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The Steampunk faces smooth out textures like the tiny lip wrinkles lending toward the waxy appearance.
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This is the primary reason they stand out in the editor like a sore thumb. You're flipping through all the old faces, seeing a fairly smooth gradient shading and then BOOM! You get these pale faces with thick, dense black shading and that oily skin. Yikes!
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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This is the primary reason they stand out in the editor like a sore thumb. You're flipping through all the old faces, seeing a fairly smooth gradient shading and then BOOM! You get these pale faces with thick, dense black shading and that oily skin. Yikes!
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http://www.mrbluesummers.com/3510/3d...tering-guide/2
When light shines on skin, most is reflected but some of it penetrates. The light takes on a red-ish hue due to the tissues underneath. If you've ever seen someone backlit by the sun and their ears 'glow' red, this is the effect.
On the old faces, and in the Organic armor faces, this effect, like all shading effects is faked and painted right on the texture map. As you can see, it generally looks good. It doesn't respond to the in game lighting, however. That's OK, because we don't have strong lighting in the game, and it normally doesn't move.
The idea being normal maps, the technique the Steampunk faces employ, is that it does respond to light and it can fake detail that isn't in the actual 3d model. If we could shine a flashlight on these faces, the light would accurately play off the wrinkles and creases and they would appear to have depth on the otherwise flat model.
The problem is with normal maps: they only cast black shadows and shading. Even when the devs paint on the red scattering and translucency, it's fighting against the normal map shading and just looks bad.
The two obvious ways to fix this is to tone down the level of normal mapping, or implement a subsurface scattering shading effect. The latter would be a lot of work/coding and would surely hurt performance and the former kind of kills the point of having normal mapped faces if you can barely notice the effect.
The OTHER problem is that normal maps take up video texture memory. The Organic armor faces can be one 512x512 color map for example and that's fine. But any face using normal mapping may have to be shrunk down to half and so you can have one 256x256 color map AND one 256x256 normal map. Seeing as how blurry and low resolution the Steampunk faces look compared to the Organic armor and Clockwork faces, this may be part of what happened.
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The idea being normal maps, the technique the Steampunk faces employ, is that it does respond to light and it can fake detail that isn't in the actual 3d model. If we could shine a flashlight on these faces, the light would accurately play off the wrinkles and creases and they would appear to have depth on the otherwise flat model.
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The Steampunk faces don't appear to have been prerendred on a very complex mesh, and indeed don't seem to bring any additional detail at all. I don't see any wrinkles on them, I don't see any skin pores, any bumps or dimples, I don't see anything of the sort. It's like someone took a low-resolution texture, slapped it on a low-polygon face, slapped a low-resolution normal map on it and called it a day. This produces not only a low-quality face, but one which looks unnatural on top of that.
The OTHER problem is that normal maps take up video texture memory. The Organic armor faces can be one 512x512 color map for example and that's fine. But any face using normal mapping may have to be shrunk down to half and so you can have one 256x256 color map AND one 256x256 normal map. Seeing as how blurry and low resolution the Steampunk faces look compared to the Organic armor and Clockwork faces, this may be part of what happened. |
Of all the things faces need, "new technologies" are not a priority. What they need is better meshes and higher-resolution textures. And, no, normal maps can't supply better mesh substitutes in this case any more so than normal maps on a cube can make it look like a sphere. Normal maps add fine detail. They cannot make up for the lack of major structural detail deficiencies.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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This is why I have yet to use the female organic face; makeup looks stupid on the lips that face has.
While it's nice to have new faces, I really don't see the new tech (normal map texture) adding that much.
In the next post I have pics of the new and old faces (so as to not break the formatting of this post).
First row is Faces 7 and 16. Second row is Classic Steampunk and Victorian Steampunk. Following them are the hi-rez faces of NPCs introduced in City of Villains (Issue 6) and recently used again in Praetorian factions.
When I heard we were getting the better textured faces, I thought it would be the CoV NPC versions or something similar, especially since Noble Savage asked me about them when I posted them to one of the art threads.
But instead, we got more of the same. You can see that a little bit around the eyes and ears are sharper, which unfortunately highlights how low-polygon the ears are. But that's about it. The faces look more like real mannequins than real people. They have sharper and washed out highlights and more of a sheen to them... which isn't natural looking.
Rather than have more detail of the skin like freckles or five o'clock shadow, they appear to be more made-up like runway models.
The other critique I have is that the faces seem to be much more modern than Steampunk. The way the eyebrows go to a point at the edges is more typical of a manicured modern metrosexual than the bushy eyebrows normally associated with Victorian times. Instead, the faces of the Luddites pictured below would be *perfect* for Victorian faces.
So, overall, while nice to have more faces... I still want the hi-rez textures of the Issue 6 NPCs.
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