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Next-Gen hair looks horrible.

The hair in XV is amazing.

buzwsb.gif

Badass.
 
cause it's not something the console is able to render during gameplay, i don't find it impressive because of that.

I don't get the distinction. Cutscene grade hair when you're looking at the back of your character's head from 15 feet away would be a complete waste. The game's doing other stuff during gameplay, like running AI for a dozen enemies or simulating everything you can see to the horizon. And again, you couldn't see Arno's hair anyway because he's wearing his hood during gameplay.
 
Are we really implying that ff type zero, is in any way shape or form, a current gen game? It looks laughably bad. There are games from Ps2, og xbox, and GameCube that look better. This is by far , the absolute worse looking "current gen" game, pixelated or otherwise, that I have seen. I had to shut it off after 5 minutes because my eyes hurt from the absurd camera and motion blur. I eventually got used to how bad it looks but I would never have thought that I would see this game, in a graphic based thread.
 
I know this is off topic, but since this is a thread about hair....
Shadow-of-the-Colossus-Quadratus.jpg

I'm still amazed that fur like this could be pulled off on a PS2. Simply incredible, though the frame rate did suffer...

In case you or anyone else was curious how hair is typically done...
http://wiki.polycount.com/wiki/HairTechnique

Hair is VERY hard.

The reason why Drakes hair looks amazing is because the artists spent a ridiculous time and effort on them.
 
for reference:

I'm fairly certain most games are far off from Forzen's hair count. There's more rigs and polygon counts in Elsa's hair than most character models.

Hell you'd be insane to put in the number of rigs that were placed in Rapunzel's hair for a game.
 
Ew, that pre-alpha screenshot...
15801904682_0620a31a39_o.png

16022120915_489374df1f_o.jpg


We're still a long way from what's seen in CGI movies though.



The problem with Unity's hair is that the individual strands are too thick and readily visible. It looks too stiff and robs the rendered hair of the softness seen in real (washed) hair. It's got great lighting though, looks great in motion, and it's a big step in the right direction.
 
Sorry but the face of the dude at the right is not next gen.

Well darn, enemy combatant #1,239 isn't as detailed. lol

I took some shots and made a gif for the fun of it.

Beach front by a windy ocean.
bmwszr.gif


Marius' hair always seems to be lit correctly, and cast shadows correctly. It looks great in game.

ib2DxQuSS7Q6N2.png


iCtS0ceoQkkCg.png


Looks even better on PC, those are screenshots from the X1 that I just took.
 
It shouldn't be that difficult to design hair that looks good, even on PS4/X1. That mainly boils down to artistic talent. The much harder technical challenge is getting it to animate realistically during gameplay while retaining good performance. I have yet to see a game that gets it exactly right. The animation in Lara Croft's hair and the FFXV characters are good attempts, but they are overdone (too free-flowing) and make the hair seem like it lacks weight. Wind physics implementation also needs improvement. Realistically, the speed and direction of wind tends to fluctuate slightly in a randomized manner, instead of blowing at a precise constant speed.

Current-gen hair in general does not look nor animate "horribly", though. That's way too harsh. Within a couple of years, cross-gen development should be pretty much dead, and most AAA games will probably be on improved engines tailored for current gen. By then, hair should look and move better across the board.

The OP picked poor examples for his argument.
 
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