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far cry 3 best face tech in the business?

I really enjoyed Rage's facial animations. They weren't realistic, they were stylized, and that made them infinitely more enjoyable to me. Pushing away from the uncanny valley of semi-realism and more towards genuine animation? Awesome.
 
The faces in Far Cry 3 are detailed but the eyes have completely abnormal gaze, focus, and lacking saccadic movement. Some of the more recent games are at least getting gaze right to some extent. The performance is disconnected and appears as puppets on string when it doesn't look like the character is engaging the other characters or the world, which is something fundamental to get right to have a believable performance. So you get a lot of scenes where it's as if the character is staring into nothing like you would see in a play where there is an imaginary world with no mark to focus on (in addition to all the disengagement to deliver monologues that one would also see in a play)
 
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Last of Us.
:O
Naughty Dog are wizards
 
People love to use this term, yet nobody really seems to get what it is.

Halo 4 and LA Noire characters do not fall under the uncanny valley, since they're obviously 3D meshes. Nobody is going to confuse them with real people.

It's not about confusing them with real people. It's when virtual representations of real life get to be so good - but not quite good enough - that the viewer has this sense of something not being quite right, or revulsion. Which is pretty much what a lot of people experienced in LA Noire. The facework was good, but it didn't match the quality of the rest of the game so it created some 'immersion dissonance' in a lot of players. Just because you didn't experience it, doesn't mean we don't know what the term means.

That's why I said it ended right around the neckline, because while I thought the facial animations were good, you could tell that they were wrapped on top of standard resolution bodies and inserted into a standard resolution world with standard resolution textures.

Look at The Last of Us .gif two posts up: the face and skin are ridonkulous, but the hair is mostly static, and the bits that do move are these weird clumps that are not realistic. That's where the uncanny valley is on that. Similar thing goes on with the Repilee dolls, they are very realistic looking, and they might fool you if you casually glance at it from your peripheral, but when you look at them, there is clearly something 'not right' about them.
 
It's not about confusing them with real people. It's when virtual representations of real life get to be so good - but not quite good enough - that the viewer has this sense of something not being quite right, or revulsion. Which is pretty much what a lot of people experienced in LA Noire. The facework was good, but it didn't match the quality of the rest of the game so it created some 'immersion dissonance' in a lot of players. Just because you didn't experience it, doesn't mean we don't know what the term means.

That's why I said it ended right around the neckline, because while I thought the facial animations were good, you could tell that they were wrapped on top of standard resolution bodies and inserted into a standard resolution world with standard resolution textures.

Look at The Last of Us .gif two posts up: the face and skin are ridonkulous, but the hair is mostly static, and the bits that do move are these weird clumps that are not realistic. That's where the uncanny valley is on that. Similar thing goes on with the Repilee dolls, they are very realistic looking, and they might fool you if you casually glance at it from your peripheral, but when you look at them, there is clearly something 'not right' about them.
That has nothing to do with the uncanny valley. Neither does the example of The Last of Us. Neither of these examples are even bordering on "virtual representations of real life" that look extremely good. They still look like a character in a video game, and unless a person has zero knowledge about video games, it is highly likely that distinction will be made.

This is uncanny valley stuff:

cg_schwarzenegger_terminator_salvation.jpg


Not the stuff posted in here.
 
Every character shown in this thread still has the plastic look to the faces. it all feels too sculptural, it's like the skull is miss missing and instead of having muscle there's just this silcone like skin structure. This is what i think androids would look like.

ib0djdFeKKluJh.gif


Last of Us.

this is better, but the skin and muscles in the neck when he talks aren't moving, the halo 4 gif does a better job attaching the head to the body, and his eyes are still just painted sphere's, which always bugs me, but at least his forehead wrinkles when he talks. They need to bring out of the veins around the temples though.

also, people need to start giving mouths a bit more character, teeth aren't perfect all the time, and they're rarely that visible.
 
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