Всички дискусии > Steam форум > Off Topic > Подробности за темата
Why are so many modern developers obsessed with putting ugly characters in their games?
By ugly; I mean characters that are not pleasing to the eye. Games like horizon zero dawn, mass effect andromeda, last of us 2, various indie titles, etc. All have really ugly and hideous main or supporting characters that physically hurt to look at. They're not gross like horror movie/game monsters. But designed to be off putting in a way. They give me uncanny valley vibes. Like they are supposed to be human, but not actually. They look like malformed or corrupted versions of humanity, like there's something wrong with them, something evil and dangerous.

On the flip side, I dont like anime waifu gacha games either. Something about how flat faced anime characters are, just creeps me out. I dont hate anime. I used to love naruto and dragon ball back in the day. But I grew out of it.
< >
Показване на 151-165 от 239 коментара
Първоначално публикувано от Fumo Gaming:
I'm a bit drunk and sleepless atm but i'll try to explain it best i can.



high chance they're trying to pander.




Imo i'd rather have unrealistic but good looking characters male female different races not just color of skin but like orcs elves etc.

It's called video games. They're all fictional and fanatasy.
My fantasy doesn't include a buff girl that looks like a dude or a bloated old hag / older woman. No idc about realism i can tell what is real and what isn't.
I know your brain is overflowing with coom but the genre name of "fantasy" isn't implying that the form of media is supposed to fulfill your sexual fantasies...
This thread got weird and completely out of control. What the hell happened here?!

Once again, the OP wasn't correct about his claims of ugly women. LOL wut.

And even if a game had a woman that was "Ugly." it doesn't mean anything about pandering or wokeness, or anything like that.
Otherwise Samus is woke, and that's a damn silly claim to make. :P

Or the original Lara Croft.

I'm just saying, why do people make up blatant false claims and then get people to somehow agree with them without any evidence to make the claims realistic?
I just don't understand it.

Censorship does happen from time to time, but that's neither here nor there, and has nothing to do with "ugly" women.

Good grief.
Първоначално публикувано от davidb11:
This thread got weird and completely out of control. What the hell happened here?!
I mean. This is OT. What do you expect
Първоначално публикувано от Ramonkey:
Първоначално публикувано от davidb11:
This thread got weird and completely out of control. What the hell happened here?!
I mean. This is OT. What do you expect

Alright. That is fair enough.
Check out the manly "woman" on Rebel Galaxy Outlaw. She has the personality of a shoe as well.
Well, characters looked worse in the past in video games

UE5 kind of makes uncanny Valley turn into a canny plateau
Първоначално публикувано от DONT GIVE GABEN MONEY!:
Art direction/design > realism any day. Older games with great art design stand up to the test time. Even the most modern games that choose realism, look awful. I loved New Vegas, but I didn't buy outer worlds because it looked so damn ugly.

last time i checked, outer worlds looks just like new vegas but slightly better. New Vegas has always been an ugly game anf thats ok
New Vegas isn't what I would call ugly per se.
Just very brown. :P
I'm sorry you are so repulsed by characters with flaws. You also seem particularly sensitive to the effects of the uncanny valley, which while we're past the worst of it, we're still struggling to climb out of. We won't have escaped until graphics are entirely photorealistic.

I'm not sure if it's the uncanny valley effect you take the most issue with, or the attempt at creating "realistic" characters. Either way, if you want for now, you can resort to playing only "cartoony" styled games, (Excepting of course those Japanese games you dislike.) avoiding the more realistically styled ones, at least until graphics increase to the point of being photo realistic.
Първоначално публикувано от davidb11:
New Vegas isn't what I would call ugly per se.
Just very brown. :P
i just mean the characters. i love new vegas and im just saying the people look ugly. i dont mind blowing their brains off as much
Първоначално публикувано от 8bitbeard:
I'm sorry you are so repulsed by characters with flaws. You also seem particularly sensitive to the effects of the uncanny valley, which while we're past the worst of it, we're still struggling to climb out of. We won't have escaped until graphics are entirely photorealistic.

I'm not sure if it's the uncanny valley effect you take the most issue with, or the attempt at creating "realistic" characters. Either way, if you want for now, you can resort to playing only "cartoony" styled games, (Excepting of course those Japanese games you dislike.) avoiding the more realistically styled ones, at least until graphics increase to the point of being photo realistic.

He's not complaining about the uncanny valley at all. Not sure how you got that from him complaining about ugly people.

We're still not at the Uncanny valley yet, but we're getting closer.
Първоначално публикувано от bricmpt:
Check out the manly "woman" on Rebel Galaxy Outlaw. She has the personality of a shoe as well.

If you want to "cherry pick" then you can do that in many games, also when the characters are all supposed to look gritty, but whatever suits peoples agenda I guess.
Like this ie.
https://steamcommunity.com/sharedfiles/filedetails/?id=1889793851

I am sure many considers them "ugly" instead of understanding the setting, engine limitatins and that these were cherry picked
Yeah. None of those are actually ugly.
Първоначално публикувано от 76561197960675046:
https://steamcommunity.com/sharedfiles/filedetails/?id=1889793851
I wouldn't say any of those characters are ugly
Първоначално публикувано от DONT GIVE GABEN MONEY!:
By ugly; I mean characters that are not pleasing to the eye. Games like horizon zero dawn, mass effect andromeda, last of us 2, various indie titles, etc. All have really ugly and hideous main or supporting characters that physically hurt to look at. ...

I'd have to say that your standards for hyper-real characters are a bit too high to be even partially satisfied with anything but a very few, very limited, sorts of games.

It is entirely possible to have hyper-real 3D characters in a game.

But, balancing that against everything else necessary to reach that level of art direction ends up adding far too much in terms of assets/processing dedicated to it and not enough for... "gameplay."


***
Is it worth it?

Not usually, no.

^-- The most meaningful answer.
***

One's "game" may only be moving a hyper-real character around one room. And, the level of work needed to do that in a completely believable way... It's not worth it and may not even be achievable.

Some things can only be achieved with certain very intense bits of engine mechanics and, even then, we're still a bit behind in being able to reach "perfection." (Hair is a great example. Even though we do know and have good physical modeling of all its meaningful characteristics, it is still the "three body problem" of 3D animation/art.)

There is a very real need to balance processing requirements, memory load, asset footprint and work dedicated towards producing those "hyper-real" assets.

Is "hyper-real" necessary for gameplay? Not usually, no. So, does a studio develop a huge part of the work to producing "hyper-real" given they still need to produce "gameplay?" No.

As a 3D Hobyyist, I can produce accurate representations of "real." But, there's a low-level problem, there - To be truly hyper-accurate, one would need a heck of a lot of custom topology in different 3D models. Every single one of those would necessarily be "its own model" and take up a separate footprint instead of being something of an instanced load, just with different values for rigging, scales, certain vertice positions, etc.

This is why one often sees the same body mesh being used in all characters, but maybe with different head geometry in older games. In newer games, one may see a shared base-mesh, but just with higher resolution and more variability in shapes and some rig scaling, which is very lightweight too.

I have an interest in photogrammetry, 'cause of course I do. And, along with that, human anthropometrics. 'Cause, of course I do. (I love human development stuff across an entire spectrum of specific subjects. It's fascinating to me.)

These are being applied today to achieve "hyper real" characters in 3D simulations and even, in certain instances, in gaming.

One can absolutely scan a human figure and derive a 3D model from that. The resolution is only limited by our tools and processing power. The most common way to do this has long been using... the Microsoft Kinect... No lie. :) But, now replacements are being made for that for this use, so it's not so terribly difficult to find hardware. When Microsoft stopped the Kinect program, they immediately orphaned a lot of photogrammetry/anthropomettic researchers.

One can, with increasing capability, even scan a human figure and render that point cloud into a workable, riggable, animateable, 3D mesh. It can be done and has been done. There are companies out there selling commercial-grade meshes that are truly animation ready that are as exact a photo-real scanned representation as is currently, reasonably, possible. An appropriate production house can even creat unified meshes from this with blendshapes/morphs for custom characters. (Even a hobbyist can do it, though the results aren't always that great. :))

There are "scientifically" accurate models derived from human anthropometrics that qualify as "hyper-real" inasmuch as their intended use. (Usually, ergonomics, safety, and military equipment design, some in certain clothing design/etc.)

Intended use and the resolution necessary to facilitate that must be balanced.

But, reducing the memory load needed for "hyper real" can be difficult. It's most common to have a shared base-mesh among all characters so that at least it's a shared load in terms of a general original point-cloud/geometry/topology and then differences are just additional mathematical variables applied to that mesh.

But, the further down the hyper-real rabbit hole one goes, up to and including photogrammetry and custom topology or even additional high-density unique meshes, the more processing power and memory load such a thing takes.


Physicality Based Rendering (PBR) has come a long way in reproducing "hyper-real" materials. Cloth can actually now look like "cloth." Skin can truly look like "skin" with Subsurface Scattering, even. And, very realistic reflectance and specularity are much more easy to achieve as a result. Human Hair, sweat, detailed facial movements, vellus hair (like the fine hair on your arm) and very subtle skin/muscle movements... are all still the stuff of Hollywood Studios and not even they can do all of them "hyper real" all the time. (Grand Moff Tarkin can be spotted as a 3D fake immediately by someone who knows what to look for.)


IMO - Unreal Engine 5 currently represents the present "best case" engine/renderer for gaming with "hyper real" characters. But, even that is still a bit distant from hyper-accurate, hyper-real, characters.
Последно редактиран от Morkonan; 7 авг. 2022 в 11:57
< >
Показване на 151-165 от 239 коментара
На страница: 1530 50

Всички дискусии > Steam форум > Off Topic > Подробности за темата
Дата на публикуване: 5 авг. 2022 в 18:39
Публикации: 239