- Joined
- Dec 22, 2018
That's an opinion you can have mate. It's wrong, but it's allowed.FF7R is fine lol.
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That's an opinion you can have mate. It's wrong, but it's allowed.FF7R is fine lol.
Somewhat old post, but going back to the FF6 discussion this guy is actually an experienced professional translator. He was also behind many fan translations including Mother 3, which is absolutely top notch for a fan localization. I agree with him about GBA being the best overall translation. Seriously, his breakdown could be best summarized by saying "SNES sucks but it has charm, fan translation outright sucks, GBA pretty much fixes everything and tries to keep some of the SNES charm".I mean the guy in the vid i posted feels kind of like a dweeb. So i dont take his word for it as a guy i would consult with interms of what would make sense interms of translating a game to english
And notice the humans don't look anything remotely like how Square has pushed the Final Fantasy look or nomura's paintings.FF14 actually did a few boss fights with Amano's style. View attachment 1322298
It was the last couple fights for the Alphascape Omega dungeon
View attachment 1322302
Idolmaster's IIRC was done by having the textures be animated. Usually the faces were blank with an animated texture on it. The Mouths are usually 3d modeled but there's usually a bunch of alternates made that have their own blendshapes/morph targets just incase you need something to look right at a specific angle. Stuff like that is usually part of the rig itself but it's usually hidden.I would like to tell everyone that Idolmaster PS4 is made in Unreal.
View attachment 1325802
Even if the supposed "cel-shading" isn't "supported" in Unreal, there are so many ways to cheat that look, like flat color shaders and lighting with no decay. Guilty Gear managed their shading by manipulating the mesh's vertex normal animation. There are many ways to achieve the anime-look, the question is always, is it worth the time and effort.
It's worth pointing out that the humanoids are explicitly meant to be robotic simulations of life. As in, definitely not human.FF14 actually did a few boss fights with Amano's style. View attachment 1322298
It was the last couple fights for the Alphascape Omega dungeon
View attachment 1322302
The black outline you usually assign the property to the camera now which will trace all the surrounding objects, the flipped normals on an slightly enlarged model can kind of fuck with shit in unintended ways at least with what I've done with it. The bends in the arms and legs tends to be the most noticiblebecause you still have to do the envelopes for it, for facial closeups it's fine but if you're doing full body that's when it rears it's head with problems. Also stuff like aprons and other long flowing clothes you'll have intersecting polys more frequently.The only thing I can remember using animated textures for faces is Siren. swapping textures is usually used by many games like Atelier, and they stopped doing that when Atelier reached PS4.
Ok, for the sake of clarity, I'll explain it with a Idolm@ster model
>inb4 its Starlight Stage, so it uses Unity, therefore it doesn't count. All the concepts are still the same.
Here's Uzuki, in untextured form.
View attachment 1326017
quite gnarly, isn't it?
Here's inside her brain, you can see there's a mouth modeled, with a tongue.
View attachment 1326023
if I put the textures in a simple anistropic shader, it looks eww...
View attachment 1326025
But if I put in the textures in a simple flat solid color shader, oooh, my waifu
View attachment 1326027
we're gonna duplicate the 3d model, then enlarge it a little and flip the normals and, ta-dah~~! there's that anime outline over the 3d model (I haven't made a huge effort to make it look better, I am not being paid to do this)
View attachment 1326036
TL; DR:
Shaders do the heavy work to achieve the look. everything can be done, cel-shading for games is easy. Even if the engine doesn't supposed to support it, there's so many ways to acheive the look. the only question is how far are you willing to make the effort to do it.
These stuff have been solved in years. If you have been taught by a teacher, go back to him and slap him in the face and ask for a refund, he didn't teach you properly. If self-taught, pls lurk more on a lot of 3d forums.The black outline you usually assign the property to the camera now which will trace all the surrounding objects, the flipped normals on an slightly enlarged model can kind of fuck with shit in unintended ways at least with what I've done with it. The bends in the arms and legs tends to be the most noticiblebecause you still have to do the envelopes for it, for facial closeups it's fine but if you're doing full body that's when it rears it's head with problems. Also stuff like aprons and other long flowing clothes you'll have intersecting polys more frequently.
The one drawback of the camera tracing stuff is that at a certain distance it will either have all the objects be all black in the distance or not render right.
Ah thats kind of cool though!Somewhat old post, but going back to the FF6 discussion this guy is actually an experienced professional translator. He was also behind many fan translations including Mother 3, which is absolutely top notch for a fan localization. I agree with him about GBA being the best overall translation. Seriously, his breakdown could be best summarized by saying "SNES sucks but it has charm, fan translation outright sucks, GBA pretty much fixes everything and tries to keep some of the SNES charm".
I think you're mis-understanding my point.These stuff have been solved in years. If you have been taught by a teacher, go back to him and slap him in the face and ask for a refund, he didn't teach you properly. If self-taught, pls lurk more on a lot of 3d forums.
I am not going to explain it in huge details, and the post earlier is just a quick explanation. But to give a hint on how to solve on what you are agonizing about: The outline is sometimes part of the mesh itself or actually part of the texture
if that is actually what you believe, go back to your teacher and slap him again, he or she ripped you off with your tuition. tris doesn't even eat a lot of ram. even a 100k tris character would only eat 16 kbs of ram. its the maps, shaders, ai pathing and executions is what eats the ram.I think you're mis-understanding my point.
There's multiple ways to achieve the same effect but none of them are exactly optimal(as compared to other styles).Personally I tend to paint my own textures rather than duplicating for the black outline because that jacks up the poly count.
It's less about teachers and more about bosses.if that is actually what you believe, go back to your teacher and slap him again, he or she ripped you off with your tuition. tris doesn't even eat a lot of ram. even a 100k tris character would only eat 16 kbs of ram. its the maps, shaders, ai pathing and executions is what eats the ram.
Break the game as early and as often as you canI’m about to start Final Fantasy XII: The Zodiac Age. This will be my first experience with the game. Any pointers or suggestions?
if that is actually what you believe, go back to your teacher and slap him again, he or she ripped you off with your tuition. tris doesn't even eat a lot of ram. even a 100k tris character would only eat 16 kbs of ram. its the maps, shaders, ai pathing and executions is what eats the ram.