3 ms·
Animations are a big part of graphical fidelity. Games with lower-detail character models relied more on your mind to fill in the details as characters spoke or
by mortenjorck 10y ago
Animations are a big part of graphical fidelity. Games with lower-detail character models relied more on your mind to fill in the details as characters spoke or made facial expressions (I still remember an incredible scene in 2001's Anachronox where a character slowly smiles, conveyed with the motion of three vertices), but when you have a near-photorealistic rendering of a human face, the animation has to be up to standard. This is every bit a drain on art budgets as the modeling and textures.
- rbanffy 10y agoWouldn't then be desirable to avoid showing human faces up close and, instead, explore other ways of telling stories that better match both budget and technical resources? Insisting on showing a character in great detail when the costs of doing so far outweigh the benefit is unwise.
- alvarosevilla95 10y agoIf your game is a third person shooter which is a sequel to third person shooting franchise you can't really do that.