Sodafish
Arcane
- Joined
- Dec 26, 2012
- Messages
- 8,522
Composition and lighting is up to the photographer.
Actually the latter is out of the photographer's control in most situations, unless you're strictly talking about studio work.
Composition and lighting is up to the photographer.
Then you know a better camera doesn't matter as much as film and lens, when it comes to detailI'm Xennial.
More details make it better specifically with regard to the level of detail.
I care about results. Valve put a lot of effort into Faceposer and it gave us some non-motion captured faces with great quality.
FaceFX is a phone-it-in tool that requires much more manual effort to achieve similar results, so everyone mocaps when they have the budget.
I appreciate the Source engine. When I used to have a crap PC the only good looking games I could play at max settings were Source games.You have some nostalgic hard-on for the Source engine, and I don't. That's the long and short of it.
There is nothing nostalgic about Source. It's a great engine and easily goes into top-5 best 3D engines of 2000-s.You have some nostalgic hard-on for the Source engine, and I don't. That's the long and short of it.
Composition and lighting is up to the photographer.
Actually the latter is out of the photographer's control in most situations, unless you're strictly talking about studio work.
Composition and lighting is up to the photographer.
Actually the latter is out of the photographer's control in most situations, unless you're strictly talking about studio work.
Absolutely not. There’s a lot you can do simply by choosing which way you face relative to the direction of the light. And of course when you choose to shoot.
Studio is one extreme end of a continuum. A situation like, say, sports photography where you’re assigned a spot and have to shoot the event from there is the other. Creative photography in any genre, including street/situational is a great deal closer to the studio end in terms of control.
I like how everyone lewked like a monster high doll in Bloodlines and I totally think that a lot of their faces lewk way more fierce and pretty than a lot of rpg characters that are way more recent!There is nothing nostalgic about Source. It's a great engine and easily goes into top-5 best 3D engines of 2000-s.You have some nostalgic hard-on for the Source engine, and I don't. That's the long and short of it.
Unless the photographer is choosing what every contributing light source is, and where it is, then they are not fully controlling the light in the scene.
Considering, that VtMB is rushed game from 2004, made on then still new Source engine - this evaluation could be fair.
Certainly yes, with those caveats.
Even today, games are published with obviously worse facial animations than Vtmb had in 2004 - but that doesn't mean Vtmb has any chance in competing with the best facial animations of today, or even 5 years ago, e.g. TW3. Say what you will about TW3, but the facial animations in that game are leagues and bounds beyond Vtmb.
The peaks and valleys are much more dramatic today than in 2004, and Vtmb will always be remembered for above average facial animation for 2004, no matter how rushed or lacking for resources - but it is not the gold standard for today. Let's say it's a baseline for adequacy, today. Any game published today with obviously worse facial animations than Vtmb, should rightly be called on it.
Unless the photographer is choosing what every contributing light source is, and where it is, then they are not fully controlling the light in the scene.
But the photographer does choose the light, even if he chooses how to use the light that is already present on the scene. There's a big continuum between "no control of the light at all" and "full control of the light," and most photography does give you a lot of control over the light. You choose when and where to shoot, how to position yourself relative to the subject and the light, and so on and so forth.
It's really no different than, say, the classic old-school portrait artist's studio. If he paints by natural window light, would you say that he has no control over the lighting? Hardly. It's the same for most photography, and almost all creative photography.
Again, choosing where/when/if to shoot with natural light is NOT having control over it; you are only reacting to it and controlling your own actions. These are fundamentally different things. Just because serendipity or planning can provide the kind of lighting conditions you desire, that does not mean you have controlled it.
Btw I'd appreciate it if you didn't lecture me on how photographers use light. I have been a serious photographer for over 10 years at this point; I know what it entails.
I started developing my own black and white negatives and made prints using a Durst enlarger my grandpa gave me in 1979, son.
And I fundamentally disagree with you on this point. If you do not take control of your lighting in your photography, whether it's natural light or something else, you will never be more than a snapshooter.
AA, Bloodlines 2 certainly doesn't have the extra A.What's there to discuss here? If people are comparing facial animation quality of a game pushing 20 to that of modern triple ayyys, the battle is already won.
How about an analogy. The surfer chooses when and where to surf, based on time of year, weather, opportunity and so on. Their preparation and skills determine their success, but does that mean they control the waves?
AA, Bloodlines 2 certainly doesn't have the extra A.
no further productive discussion is possible
Deus Ex HR and MD
no further productive discussion is possible
Yes, when you're being this obtuse (and insulting) I agree discussion is a waste of time.
no further productive discussion is possible
Yes, when you're being this obtuse (and insulting) I agree discussion is a waste of time.