Character Models 101

Discussion of all things related to Dragon Ball video games (console and portable games, arcade versions, etc.) from the entire franchise's history.
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Pedro The Hutt
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Post by Pedro The Hutt » Wed Dec 13, 2006 6:40 pm

TAS wrote:I've already stated that a number of characters would need unique parts, I said that in the my FIRST post.
I know, therefore I don't see the point in reusing and having to alter an existing base model to fit the needs of other characters, you'd still be "wasting" time. Especially concidering the vast variety between DBZ character designs.
Not to mention even if every single part had to be made completely seperate from one another it STILL produce a better end result then what we have now. Plus nobody is going to be able to produce anything next-gen worthy doing it the standard way.

You just want to keep thinking small, or just want to see the same crap over and over again, while I and others want to actually see it progress, evolve, change, etc.
As an aside, it would be much appreciated if you'd stop answering for me. I've known me for 22 years, you've known me for not even 22 days, I'll leave talking about what I want to myself, okie? ^_^ That said, I'm fanboying over the Wii like crazy, does that mean I have an adversity to change like you suggest? o:
Sure, your barbie doll method might have a place in gaming, such as MMOs, but it's just like with CGI in movies. Yes it is/was a cool new method of achieving impossible effects, but much like with any other method, you need to know when to and when not to use it. Otherwise you end up with the Star Wars prequels.
DOA is the most famous example in fighting games now days that animates the hair and clothing seperate from one another
And a lot of good that series does, hair that looks like clips of fabric pasted to their heads and bad clipping on both the hair and the clothes. I'll just stick to other methods until that is perfected. Tecmo tries, but they're a bit too concerned with breast wobbling to make any other part of their games good.
Yet the fact that Budokai, Sparking, Smash Brothers, etc, does it is okay?
Right, because
this and this are still perfectly the same models.
(And I always thought that the Budokai 1 models were much more rounded than in the sequels, to fit the more angular style of later DBZ)

Capcom hasn't cared about fighting games for almost 6 years now. They haven't done a 3D one from scrath since like 2000, and/or 1997 in terms of 2D games, so bringing up something like they've used the same Morrigan sprite for 11 years when they stopped caring about new 2D animation ten years ago makes your point worthless.
I would research a bit before making such bold statements, Capcom made Capcom vs. SNK 2 in 2001, which had some very lovingly made new sprites for SNK characters and some Capcom characters that hadn't been in a one on one fighter before. Alongside Morrigan's old sprite, which is what I meant by it sticking out like a sore thumb amongst the other high quality sprites.
And as we speak Capcom is making a 3D fighting game based on the anime Kenichi. Which I hope will be anything decent along the lines of Rival Schools.
So hey, I guess my point isn't worthless after all. =D

And because I feel like being random. Try to explain what you said here.
And news flash for you, this is because the smaller companies have to do stuff quicker and cheaper. Like the fact they have to make a DBZ game in less then a year, but of course we all know that the faster cheaper method always produces the best end result right? Well according to you anyway.
Since, well, er... you are the one promoting the cheap and fast method. I'm promoting making them from the ground up which is far more slow and tedious, but arguably with more satisfying results. I think you might've made a self contradiction there.

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Post by SS2 Vegeto » Wed Dec 13, 2006 9:28 pm

PtH is in the right here...personal opinion is not something subject to what others want it to be, and that's a fact that no one should need any amount of research or data to recognize.

I as well prefer the "hand-crafted" (so to speak) method in these types of games as well, simply because I value every ounce of unique and creative bit of data you can cram into it to make it as...different and artistic as possible. I'm artsy in that way (and certainly perfectionistic about it).

All in all, you may feel free to support your point, but regardless of what one views as ignorant, no one has the whole picture of anything, and people have the right to dissagree. So truly, I can only say the most civil thing to do in such a situation would be to agree to dissagree.

To push me into a philosophical mode, I would say "you can not create, through destructive force; negetive actions will not bear positive results: negetivity breeds negetivity, agression breeds more agression, and the more it's forced to breed, the more it has to breed with". All in all, refering to people as "idiots" is pointless.

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Post by TAS » Wed Dec 13, 2006 10:11 pm

you'd still be "wasting" time.
No you wouldn't as the end result would be amazing.

Though I guess you consider the depth that RE4, God of War, FFXII, etc, etc, went into a waste of time too huh?
Especially concidering the vast variety between DBZ character designs.
Vast? It repeats itself so often in terms of designs and or reuses the same stuff a lot. For instance look at the Saiyan Armor, and/or just think of the fact that within a game done my way (even with all the bodies done specific) you'd only have to do each Saiyan armor style once, and then you'd be able to stretch it across various/all body types.

Oh and if you look at the CAC modes in Phantasy Star Online and Phantasy Star Universe, it's quite obvious how easily things can be resized and shaped, while still looking good.
That said, I'm fanboying over the Wii like crazy,
Which explains why you don't want to see anything change, ie if the Wii is able to only produce what's still considered current-gen then why would you care about anything next-gen?

Like explain to me what exactly the problem with a DBZ game would suffer it were handled the way RE4, God of War, Twilight Princess, Gears of War, etc, were handled? Like why do you just want what's mediocre, when so much more can be achieved?
Yes it is/was a cool new method of achieving impossible effects, but much like with any other method, you need to know when to and when not to use it. Otherwise you end up with the Star Wars prequels.
The Star Wars prequels were heavy mixes of CGI and live action, where as what I'm talking about is completely one way or the other (complete CGI or complete Live Action) like NO inbetween, there's no middle ground in what I'm talking about here.
And a lot of good that series does, hair that looks like clips of fabric pasted to their heads and bad clipping on both the hair and the clothes.
THAT IS SPECIFIC TO DOA!!! (or other games/stuff that do it poorly)

Like why the hell do you keep specificly targeting DOA when there are a TON of other examples that actually do it well or perfect?

Just because DOA did it poory does NOT mean every game does/will.
I'll just stick to other methods until that is perfected.
The perfected technology for it already exists, as shown in The Incredibles, so get a clue.

I can't understand why the hell you think in such a small scope, or so specifc, rather then looking at the big picture and/or everything else out there. Like "oh DOA does it terrible so that must mean anything else that does it must also do it terrible" when you should be thinking of the best possible examples of everything and anything and then compare.

Also note if you check out the Super DBZ intro it does a bit of what I'm talking about making the hair and clothing move around, and it looks amazing, or rather a lot better then pretty much everthing else in terms of 3D DBZ animations.
Right, because
this and this are still perfectly the same models.
(And I always thought that the Budokai 1 models were much more rounded than in the sequels, to fit the more angular style of later DBZ)
Ugh, we've already been over all this before, and if you were going to use a Smash Brothers to Smash Brothers comparision pic why didn't you just use this?

Image

I mean seriously do you even try?
I would research a bit before making such bold statements, Capcom made Capcom vs. SNK 2 in 2001, which had some very lovingly made new sprites for SNK characters and some Capcom characters that hadn't been in a one on one fighter before. Alongside Morrigan's old sprite, which is what I meant by it sticking out like a sore thumb amongst the other high quality sprites.
Alright everybody listen up I'm going to give you a PERFECT example now of how Pedro makes himself look like an idiot.
Capcom hasn't cared about fighting games for almost 6 years now. They haven't done a 3D one from SCRATH since like 2000, and/or 1997 in terms of 2D games, so bringing up something like they've used the same Morrigan sprite for 11 years when they stopped caring about new 2D animation ten years ago makes your point worthless.


I would research a bit before making such bold statements, Capcom made Capcom vs. SNK 2 in 2001, which had some very lovingly made new sprites for SNK characters and some Capcom characters that hadn't been in a one on one fighter before. Alongside Morrigan's old sprite, which is what I meant by it sticking out like a sore thumb amongst the other high quality sprites.


Now what part of "from SCRATCH" do you not understand? I mean to me, and everyone else I'm sure, "from scratch" generaly means "to not use anything pre-made" yet somehow you consider Capcom Vs SNK 2, which uses a lot of recycled sprites (of which you actually mention Morrigan) so please tell me how that counts as "from scratch"? Please explain that to me.

I mean not only did you not pay attention to what I said for like the 20th time, you quoted what I said, and then acted as if I didn't know what I was talking about. ARE YOU FREAKING SERIOUS?

And you wonder why I refer to you as ignorant, idiot, etc. I mean given this how could anyone not?
And as we speak Capcom is making a 3D fighting game based on the anime Kenichi.
It's only being produced/published by them. They're not actually developing it in-house, like they do with Resident Evil and Devil May Cry.
So hey, I guess my point isn't worthless after all.
Yeah, you're whole Capcom Vs SNK 2 really got me.
Since, well, er... you are the one promoting the cheap and fast method.

I think you might've made a self contradiction there.
No, as from the beggining I've been refering to what will work best IN THE LONG RUN, note the comparision to AKI's engine which they've been able to develop and perfect for like 10 years now.

Square-Enix is even taking up this method with their new White Engine, developing all their next gen stuff on a single engine that they'll just continue to upgrade over time rather then having to keep doing stuff from scratch every time they do a game.
I'm promoting making them from the ground up which is far more slow and tedious, but arguably with more satisfying results.
Uhm not if you're doing the game in less then a year, not to mention I don't know how you can say "more satisfying results" when you don't even have a basis for comparision. Like have you seen DBZ done the way I'm talking about? No, yet you're saying this outdated method of developing models produces more satisfying results? Gears of War produces satisying results. Twiglight Princess produces satisfying reults, Smash Brothers produces satisfying results, God of War produces satisfying results, etc, so can you explain to me why fans, critics, reviewers, etc, always want more or are often dissapointed with these games when you say they produce satisfying results?
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I as well prefer the "hand-crafted" (so to speak) method in these types of games as well, simply because I value every ounce of unique and creative bit of data you can cram into it to make it as...different and artistic as possible. I'm artsy in that way (and certainly perfectionistic about it).
Explain to me though how this can produce a better result though when they only spend like a month on the models, then toss them completely away after only two or three years of use?

As I explained earlier, in comparision to every game out there the DBZ 3D games look like crap, and even though I really like how Budokai 3 looks, I'm not blind/biased to its flaws given everything else out there.

I mean the type of modeling you and Pedro are talking about might be fine if they spent 2 or 3 years developing a DBZ game, but that's never the case, and I'm always thinking of how much better it can do or the potential that it has that it never ends up living up to, which is why I suggested this method if they're going to keep doing games the way they are, plus I also want to see it emulate the show as much as possible in terms of animations, ie moving hair, clothes, etc, and they're just not going to ever get it that way doing it the way they are.

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Post by Pedro The Hutt » Wed Dec 13, 2006 11:17 pm

Weee, quoting fast forward!
TAS wrote:
you'd still be "wasting" time.
No you wouldn't as the end result would be amazing.
According to you at any rate, but so far you've pushed forward no hard evidence that these companies use the same basic models for several of their characters. Present me WIP shots, show me wireframes, show me how the hell they added fingers to the clumbs that were Mario's hands when upgrading SSB into SSBM.
Especially concidering the vast variety between DBZ character designs.
Vast? It repeats itself so often in terms of designs and or reuses the same stuff a lot. For instance look at the Saiyan Armor, and/or just think of the fact that within a game done my way (even with all the bodies done specific) you'd only have to do each Saiyan armor style once, and then you'd be able to stretch it across various/all body types.
Perhaps, but as it stands now the armour IS part of the model, rather than the "nude" model wearing Saiya-jin armour model, and it works very well, especially concidering it's rather form fitting as is anyway. Plus even then, you'd still have to do the task of retexturing it. So not that many corners were cut.
Oh and if you look at the CAC modes in Phantasy Star Online and Phantasy Star Universe, it quite obvious how easily things can be resized and shaped, while still looking good.
But everything is kept within neat little sliders though, you certainly won't be reaching the extremes of buffness that USSJ2 Trunks has. Simply because Sega is smart enough to realise that this only works up to a point. And even then it's disturbing to see 5 year olds run around with breasts. XD
That said, I'm fanboying over the Wii like crazy,
Which explains why you don't want to see anything change, ie if the Wii is able to only produce what's still considered current-gen then why would you care about anything next-gen?
Isn't the Wii the biggest breakthrough in gaming history? Isn't the Wii all about presenting us a new form of gaming? If next-gen is all about fancy graphics, then I wouldn't mind next-gen... but I find Nintendo's new form of playing more appealing than the same old games with shinier graphics. But all in all, the Wii offers more change than it's rivals do.
Like explain to me what exactly the problem with a DBZ game would suffer it were handled the way RE4, God of War, Twilight Princess, Gears of War, etc, were handled? Like why do you just want what's mediocre, when so much more can be achieved?
Hand crafted models are mediocre? Not from what I've seen on a handful of FPS editing forums. Nor from what I've seen in games that most likely used that method.
Yes it is/was a cool new method of achieving impossible effects, but much like with any other method, you need to know when to and when not to use it. Otherwise you end up with the Star Wars prequels.
The Star Wars prequels were heavy mixes of CGI and live action, where as what I'm talking about is completely one way or the other (complete CGI or complete Live Action) like NO inbetween, there's no middle ground in what I'm talking about here.
Sure there is, barbie dolls for dull old NPCs in a huge RPG, and unique models for main characters and monsters. =D
THAT IS SPECIFIC TO DOA!!! (or other games/stuff that do it poorly)

Like why the hell do you keep specificly targeting DOA when there are a TON of other examples that actually do it well or perfect?

Just because DOA did it poory does NOT mean every game does/will.
Well, you were the one that brought DoA up in the first place. =D
If you're going to use something as an example it should actually be a noteworthy benchmark. Not offer the opposition the tools to point out why exactly the method isn't all that. But please, do point me some games that do the fabric and hair over bald nude models perfectly. =D
I'll just stick to other methods until that is perfected.
Yeah cause it's not like computer generated things like The Incredibles did it well or perfected it right?
CGI movies are controlled environments, in real time rendered games there are several other factors that you have to worry about. In CGI movies you can control and edit stuff until it looks just right. In games there is no such thing, the game can't anticipate what the played will do and render the right cloth or hair animations a split second in advance. So until pixel perfect colission detection and related physics become reality, you'll see those ugly clipping issues in games where the clothes aren't part of the main character model.


Also note if you check out the Super DBZ intro it does a bit of what I'm talking about making the hair and clothing move around, and it looks amazing, or rather a lot better then pretty much everthing else in terms of 3D DBZ animations.
Again, because that's a controlled prerendered environment versus the chaos of mid-game action.
Right, because
this and this are still perfectly the same models.
(And I always thought that the Budokai 1 models were much more rounded than in the sequels, to fit the more angular style of later DBZ)
Ugh, we've already been over all this before, and if you were going to use a Smash Brothers to Smash Brothers comparision pic why didn't you just use this?


I mean seriously do you even try?[/quote] But of course, my pictures showcase the most drastic leap. And if you ask me those are clearly new Mario & Link models vs. the N64 versions. Heck, your picture exists to showcase the updates between the old and new Mario models. (Or heavily upgraded if you insist on that they really really did take the SSBM model and went to tinker with it until it looked much smoother, which no doubt also takes a lot of time)
I would research a bit before making such bold statements, Capcom made Capcom vs. SNK 2 in 2001, which had some very lovingly made new sprites for SNK characters and some Capcom characters that hadn't been in a one on one fighter before. Alongside Morrigan's old sprite, which is what I meant by it sticking out like a sore thumb amongst the other high quality sprites.
Alright everybody listen up I'm going to give you a PERFECT example now of how Pedro makes himself look like an idiot.
Now what part of "from SCRATCH" do you not understand? I mean to me, and everyone else I'm sure, "from scratch" means "to not use anything pre-made" yet somehow you consider Capcom Vs SNK 2, which uses a lot of recycled sprites (of which you mention Morrigan) so please tell me how that counts as "from scratch" I mean please explain that to me.
Ah, but that irks me about Capcom, they have these wonderful "from scratch" sprites alongside old ones. But still, a lot of the sprites are from scatch. And CvS1 & 2 use the Naomi arcade board as opposed to the tried and true CP2 board for games such as the Nightstalker games and the SFA series. So obviously, while some sprites were ported they had to do a lot of things "from scratch" since it was running on brand new and vastly different hardware. Q.E.D.
And you wonder why I refer to you as ignorant, idiot, etc. I mean given this how could anyone not?
Randomly, you're the first person on Daizex to do so.



Uhm not if you're doing the game in less then a year, not to mention I don't know how you can say "more satisfying results" when you don't even have a basis for comparision. Like have you seen DBZ done the way I'm talking about? No, yet you're saying this outdated method of developing models produces more satisfying results? Gears of War produces satisying results. Twiglight Princess produces satisfying reults, Smash Brothers produces satisfying results, God of War produces satisfying results, etc, so can you explain to me why fans, critics, reviewers, etc, always want more or are often dissapointed with these games when you say they produce satisfying results?
But then, all those games use vastly different characters of all shapes and sizes, and you're going to tell me they used a barbie doll method? .... right.... also, show me a game with acknowledged handcrafted models that were berated by fans, critics and reviewers alike? Perhaps some actual criticisms too since well, all these things are subjective so some bias might be involved. (After all, I have bias too, and you too. =D)
I as well prefer the "hand-crafted" (so to speak) method in these types of games as well, simply because I value every ounce of unique and creative bit of data you can cram into it to make it as...different and artistic as possible. I'm artsy in that way (and certainly perfectionistic about it).
Explain to me though how this can produce a better result though when they only spend like a month on the models, then toss them completely away after only two or three years of use?
That's Bandai's fault though. =D I like a game that takes several years to complete, the results are usually all the more satisfying, with the humble exception of Daikatana. And probably DN4never too whenever it's released.
As I explained earlier, in comparision to every game out there the DBZ 3D games look like crap, and even though I really like how Budokai 3 looks, I'm not blind/biased to its flaws given everything else out there.
That's your opinion. I find that the recent Dragonball Z games look pleasing on the eyes. They all manage to capture the essence of the manga (or anime). Goku looks like Goku. The ki attacks all look satisfying, the big ki attacks make most delicious explosions, the animations portray the power the characters possess and if you add to that nifty gameplay in most of them and nice use of the official sound effects and voices I honestly don't see anything wrong with the Dragonball Z games we've been getting in recent years. And I'm sure I'm not the only one as DBZ games manage to sell rather well these days. And reviews have skyrocketed since the days of Ultimate Battle 22 or Final Bout.

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Post by Chuquita » Thu Dec 14, 2006 1:16 am

Image


WOW.
They actually look like real jeans now, not pasted on ones.
I hope that's the kind of quality I can expect from whatever dbz games are released for the next-generation systems.
On hiatus.

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Post by TAS » Thu Dec 14, 2006 1:30 am

but so far you've pushed forward no hard evidence that these companies use the same basic models for several of their characters.
You're not grasping the fact that, that's what I'm talking about, or what I want.

First off forget everything previously in this thead as I'm going to try and break it down more specificly so you can understand it all better.

In DOA they only use a couple of actual models (infact as far as the women go they all might be the same from the neck down not counting the breast sizes) and as a result everyone's physical body looks exactly the same. When you see Jan Lee, Hyabusa, Hayate, or the thin males they all have the same physical body from the neck down, and this is of course a con, as it makes the characters less individual/unique, and this is more so the "Barbie Doll" way of doing things, as basicly all the (thin) males and females have the same bodies with just diffrient heads.

Now I'm talking about doing is very diffrient, especialy if there's a big budget and multi-year production time. In my scenario everything would be hand tailored, the fingers, palms, forearms, biceps, shoulders, etc. It be broken in small pieces but specific to each character, however there would be instances where you could take the specifics like fingers or whatever else (when seperate) and resize them to use for multiple characters, but not for everyone, or even close for that matter. Plus I'd even go a step further and shake up the designs abit, for the better though. For instance I'd try to make every character specific as possible, like diffirient heights, weights, builds, skintones, etc, to try and make everyone fairly unique in their own right. I actually have a number of designs drawn up showing how to do this from just strictly a 2D standpoint.

When finished with the physical parts you'd then put them together per character, like all of Goku's parts together, of Vegeta's parts together, etc, kinda like a puzzle, and you'd have a nude model for the most part, but one far more advanced then what you see in stuff like DOA. For example being that every part was done/animated seperate you easily do things like having muscles flex or bulge when charging or transforming. Then of course you'd move onto the clothing. Animating things like Goku's vest and shirt seperately, and every other article of clothing that's existed throughout the series, and again just like with the physical bodies some of these things could be resized to use for various characters, but not everything. The clothing would also get the same treatment as the bodies, making things more specfic per character, rather then having so many things repeat.

So in the end you're still building everything from the ground up and with lots of specifics, while producing a better end result in terms of graphics, presentation, etc. Like I'm trying to push DB/Z/GT within gaming form to it's maximum potential, or the best it can achieve. Where as the models of today, while all diffrient in style they're all exactly the same in the end, and no matter how good they make them look doing them this way, they're just going to toss them aside rather then trying to better them. It's as if they never learn from their mistakes.

Another way I'm looking at it is to the point where you'd push it as far as it can/could go and never have to produce a new set of models (or whatever) ever again for DB/Z/GT, unless their was a spefic need to do it another style. I mean basicly I want something that is like Smash Brothers where you only need it once a generation of console, like it's just made so well that there's really no way to improve upon it till the next generation of gaming.
Isn't the Wii the biggest breakthrough in gaming history? Isn't the Wii all about presenting us a new form of gaming? If next-gen is all about fancy graphics, then I wouldn't mind next-gen... but I find Nintendo's new form of playing more appealing than the same old games with shinier graphics. But all in all, the Wii offers more change than it's rivals do.
I was just talking about the Wii in terms of graphics/power.

I'm well aware of it's technological improvements, and I know they're great and all that too, but that's not what I was making a point about, like I wasn't talking about the Wii as a overall console there, only as in what it can achieve in terms of graphics.

I know that makes me sound like a graphics whore, but I'm not, it's just a specifc example.
Hand crafted models are mediocre?
Compared the "best" that's out there.

Think of what's the most amazing or best graphical model you've ever seen. Now compare EVERYTHING else against that, ie "the best" and you're telling me the stuff you've seen on FPS forums isn't mediocre compared to what you've seen from Pixar or Square, or whoever.

Now you may say that's a very stupid way to look things, or not the way you should compare things, but in reality it is, because you can at least acknowledge whats the best out there (that you've seen) and just maybe it'll give you a better outlook on everything else, or may help to not be so biased, or help in terms of specifcs, or whatever else.

This infact is how a lot of major reviewers look at games. I mean a lot of people seem to be totaly clueless as to how reviewers look at games, but basicly they're comparing something to the best that's out there. Like if they've played a game with better graphics, a better camera, better gameplay, etc, they will always take note of that because basicly they know the possibility of it being able to be better exists. Like when you look at the DBZ fighters you can always see tons of things that can be improved apon where as when you play something like Twighlight Princess (or whatever is highly regarded) they basicly got it right/perfect, or there's very little to improve upon in comparision to what's already there or good or great.
Sure there is, barbie dolls for dull old NPCs in a huge RPG, and unique models for main characters and monsters. =D
But we should be past that point in gaming now days, because 99% of the games out there are like that, where as they really need to start taking a more Shenmue like approach trying to make everything as unique as possible.

Another example for NPCs would be to develop a random face generator for whatever game, because even though you might see a lot of the same clothing/outfits, at least their faces would all be unique from one another. This would work really well for things like Metal Gear Solid, Tenchu, etc, where they sortta have to use the same enemy units over and over again, but at least with a random face generator it give them a uniqueness so that it wouldn't just be the same exact model over and over again.
Well, you were the one that brought DoA up in the first place.
Yes as a single example, because it was the most famous example, and/or I didn't want to list off 20 other things that some people might not know of.
If you're going to use something as an example it should actually be a noteworthy benchmark.
No, it should be the most famous example if you want more people to understand what you're talking about, where as if you bring up what did it the "best" there's a good chance a majority haven't experienced it. For instance I bet you there's more people that have experienced DOA then whatever does it the best in terms of games.
But please, do point me some games that do the fabric and hair over bald nude models perfectly. =D
Maybe first you should think of how many DBZ/Z/GT characters that have straight hair that would be required for in terms of a fighting game.

But if you want a game that does it right, then check out Final Fantasy XIII.
In games there is no such thing, the game can't anticipate what the played will do and render the right cloth or hair animations a split second in advance.
Liar.

Square-Enix's new White Engine is specificly designed to produce graphics that look and move like those found in the FMVs they use in games and/or Advent Children, and it's not really a suprise coming from Square, or if you check out the FFXIII teaser (which has confirmed to be in real time) you can see how perfectly it looks, flows, etc.

But of course this is another example of me looking at the maximum potential of games, where as you're just looking at what's been done or more specficly current-gen.
Ah, but that irks me about Capcom, they have these wonderful "from scratch" sprites alongside old ones.
That's because they couldn't re-animate them all from scratch without it turning into a incredibly long process or a financial nightmare.

Capcom stated that it took them like 3 months to do just one of those redrawn spirtes in the CvS games.

And while it may irk you, I on the otherhand totaly understand why it is the way it is, and as a result better accept it.

After Capcom released Street Fighter 3 in the mid 90's, they noticed something very important. Despite the fact that the game had the best animation quality of a 2D fighting game ever (and it still does, I'll explain later) it did not sell, or do as well as it should've in their eyes, and there are two theories as to why this was.

1) Fans did not accept the new characters in favor of the classic SF2 chars, and/or did not like the fact that there were praticaly no returning characters from SF2. Infact originaly SF3 wasn't going to include any returning characters (not even Ryu or Ken) but after fans complained and literaly sent Capcom death threats they added Ryu and Ken in the first SF3 game, and as a result toned down Sean (who was supposed to be the only Ansastusken user in the game) which ended up making Sean a joke character, and of course they also added Akuma (2nd Impact) and Chun Li (3rd Strike) later on, but it still didn't make the game as successful as Capcom wanted.

2) The SF3 games were released alongside or within the same timeframe as the Alpha games and Marvel games, and as a result SF3 was completely overshadowed.

In the end though it was most likely a combination of 1&2.


As for SF3 having the best animation out there of any 2D fighter, this is a result of how SF3 was all hand animated at 60fps on large animation cels, etc, so in the end SF3 has this very amazing flow in terms of animation. For instance just look at the way Ryu's gi flows in just his standing animation.

Now I've noticed a lot of people say Guilty Gear X has the best animation out there and I even thought this for awhile too until someone explained to me how SF3 was made in comparision to GGX, and that what I actually considered "better" was infact the style in which GGX was done, because when you actually compare the actual animation (frames, movements, etc) between the spirtes SF3s are more fluid, but they don't have as much detail on them on the GGX sprites. This is somewhat similar when you compare Japanese animation to American (more specficly Disney) now while Japanese animation is almost always more detailed then stuff from Disney, Disney's stuff (or some of the stuff Dreamworks did) is animated better, like in the way the characters move, but then again this can be countered by the fact that Disney would use more frames then needed or they would over exaggerate character movements (like always keeping a character moving so that the viewer would never loose intrest on them)
So obviously, while some sprites were ported they had to do a lot of things "from scratch" since it was running on brand new and vastly different hardware. Q.E.D.
One, it still doesn't make it from scratch, and two the transfer is easier to do then you think.
also, show me a game with acknowledged handcrafted models that were berated by fans, critics and reviewers alike?
Uhm the recent/PS2 DBZ fighting games at one point or another.
I find that the recent Dragonball Z games look pleasing on the eyes.
Yeah and thus don't want anything diffrient, or don't think it can be better, or whatever else.
I honestly don't see anything wrong with the Dragonball Z games we've been getting in recent years.
Then you are totaly biased or bline if you don't notice things like

- All the pixels/jaggies
- Bad hit ditection
- In Sparking there were no IGTs and everyone played exactly the same
- In Budokai 1 we saw like 100 character models in the Story Mode that could've been used as extra costumes or extra characters, but never were.
- In the US version of B2 where Cell was permenatly in his Perfect form yet he retained his Imperfect voice.
- Mis-Colorings (skin, clothing, hair, moves, etc)
- The fact that they only recently started giving the option to switch between voices, when it could've been done all along.
- The first game in whatever series can never get it right.
- Each game's development is only less then a year.
- Only 12 characters to use in B3's Dragon Universe.

I seriously could list like 100 more things but that's enough.

Oh and if there's "nothing" wrong with them then why do they make sequels, or add/change things in the sequels?
And I'm sure I'm not the only one as DBZ games manage to sell rather well these days.
So do EA games, and a lot of other crap, but that doesn't mean there's nothing wrong with them, or they're good.
And reviews have skyrocketed since the days of Ultimate Battle 22 or Final Bout.
You mean the days when most of the current fans had no clue what DBZ/GT was?
==============================================
WOW.
They actually look like real jeans now, not pasted on ones.
I hope that's the kind of quality I can expect from whatever dbz games are released for the next-generation systems.
Thank you, at least someone else here likes improvement, or evolution, and wants to see more in the future.

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Post by BrollysKin » Thu Dec 14, 2006 2:04 am

I am very confused to what is going on in this thread. What are we getting to?
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Post by TAS » Thu Dec 14, 2006 2:13 am

I am very confused to what is going on in this thread. What are we getting to?
What do you mean what are we getting to?

Or are you saying that every thread gets to something and this one hasn't yet?

I've explained this a couple of times now, but the point of all this was to show how the games can/could evolve past where they currently at, specificly in terms of character modeling.

I mean I could go into other aspects too like gameplay, mechanics, etc, but the main point is long enough, where as if I posted all my gameplay ideas it be like an entire thread page long.

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Post by Pedro The Hutt » Thu Dec 14, 2006 10:07 am

One DBZ game per generation? That'd be the day. XD No, unlike Smash Bros, Dragonball has been a cash cow since day one. Bandai wants to see regular games about Dragonball for regular income/profit. Granted, we might be seeing a bit too many DBZ games these days, but I'll take it over one per generation because other than Sagas we haven't seen any bad Dragonball games in recent times.

Plus, I don't think one DBZ game per generation of consoles is a wise plan. Sure, if you'd get someone as talented as Nintendo on the job it might become the be all end all of it's genre, but then, Dragonball/Z is suitable for several genres, from one on one fighters to action RPGs, so you'd be limiting yourself to what you can do with the license. (That said, when it comes to one on one fighting just about everything has been done with the Z part of the license).

And as an aside, would you please stop either attempting to demonise me or answer to others in my stead? I appreciate pretty graphics overflowing with bloom lighting and bump mapping and bajillions of polygons as much as the next man. But I also realise that if the gameplay is bad that it doesn't mean a thing. (I'm looking at you, recent Final Fantasies)
Therefore I have no issues with the graphics the Wii offers as long as the games are fun and the overall look is aesthetically pleasing (for that matter, aesthetics are more important than sheer polygon crunching if you ask me). Furthermore, the problem DBZ brings is that you can only add so much details before you break the style. It'd be like a Sonic where every strand of hair/fur is rendered individually, it just wouldn't look right. Some people already complain that the Smash Bros. Brawl Mario model looks "too realistic", to which I disagree because it's clearly still Mario even with the fancy-ass jeans texture.
So yes, with Dragonball games you'd have to be careful about what to and what not to add as at the end of the day it still has to look like what Toriyama deviced twenty years ago.

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Post by Mr.Piccolo » Thu Dec 14, 2006 12:45 pm

BrollysKin wrote:I am very confused to what is going on in this thread. What are we getting to?
This thread is for Pedro and TAS :roll: Just look at the pretty Smash Bros. picture! Wooo, go Sheik!
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Post by SS2 Vegeto » Thu Dec 14, 2006 1:10 pm

I'm...generally not the type to care that something has potential to produce something of equal quality faster and cheaper as much as...if you can artistically model them from scratch you can fit them to an exact, perfectly unique image that you intend, and it will basically be different from everything else...or should be, assuming the developers were good. And thus, it has it's own...."artistic flavor". I value that, and thus, like this method.

It was done terribly in Sparking! though. <_<

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Post by TAS » Thu Dec 14, 2006 2:02 pm

One DBZ game per generation? That'd be the day. XD No, unlike Smash Bros, Dragonball has been a cash cow since day one. Bandai wants to see regular games about Dragonball for regular income/profit. Granted, we might be seeing a bit too many DBZ games these days, but I'll take it over one per generation because other than Sagas we haven't seen any bad Dragonball games in recent times.
I'm not saying that there needs to only be one DBZ game per generation, that't just you misuderstanding once again, but rather I'm saying I'd like to see one that can, ie they could make 10 DBZ fighters per generation but it be obvious that only one was needed or that one of them far exceeded all others, like I'm looking at it as if one game could make all others totaly pointless even if they did continue to keep releasing games alongside it or whatever.
Plus, I don't think one DBZ game per generation of consoles is a wise plan.
While only one game may be too few (even though I was never suggesting one and one only, rather one that obliterate the competition) 7 a generation is far too many, especialy being done the way they currently are. I mean imagine how much fewer and better quality DBZ fighters we'd have if they all had two year production times. Like we could still have Budokai, Sparking, and Super, but we just wouldn't have 4 Budokai games, or 2 Sparking games, etc.
Sure, if you'd get someone as talented as Nintendo on the job it might become the be all end all of it's genre
Then maybe Nintendo needs to get the liscense.
but then, Dragonball/Z is suitable for several genres, from one on one fighters to action RPGs, so you'd be limiting yourself to what you can do with the license.
I was only refering to fighters specificly.
(That said, when it comes to one on one fighting just about everything has been done with the Z part of the license).
But I'm not really talking about 1 on 1 fighting. I'm thinking of stuff like Power Stone, Spawn: In The Demon's Hand, etc, etc, things that show off how its possible to make decent fighters where you fight more then one enemy at a time, if need be. I mean doing one on one fights for DBZ is really limiting what it can acieve. For Budokai it's okay because of the horizontal style the game done in, or for Super because it's trying to be like more of the conventional fighter, but when you see something like Sparking! doing one on one fights only and then see stuff like Power Stone, Spawn, etc (which were done like 6 years ago) it looks really bad, especialy given the time gap. Like games that are "outdated" can easily do it, yet it's so hard or impossible for Sparking?
But I also realise that if the gameplay is bad that it doesn't mean a thing.
I haven't really talked about any of my gameplay ideas though.

This thread being all about character models really only pushes my ideas/views graphicaly.
Furthermore, the problem DBZ brings is that you can only add so much details before you break the style.
Not with cel-shading though, or if you your goal were to still keep the style intact as much as possible.
It'd be like a Sonic where every strand of hair/fur is rendered individually, it just wouldn't look right. Some people already complain that the Smash Bros. Brawl Mario model looks "too realistic", to which I disagree because it's clearly still Mario even with the fancy-ass jeans texture.
But that's not what I'm talking about with my idea. Those things are actually trying to achieve realism on some level, while I'm really not (other then trying to make everyone unique as possible) and just have an idea of something that could almost perfectly emulate the show in terms of look, movement, etc, like the to the point where you wouldn't even be able to tell the diffrience between the show and the game, or infact maybe something that you think actually looks better then the show itself.
So yes, with Dragonball games you'd have to be careful about what to and what not to add as at the end of the day it still has to look like what Toriyama deviced twenty years ago.
Yes, and I'm well aware of that.
===============================================
===============================================
I'm...generally not the type to care that something has potential to produce something of equal quality faster and cheaper as much as...if you can artistically model them from scratch you can fit them to an exact, perfectly unique image that you intend, and it will basically be different from everything else...or should be, assuming the developers were good. And thus, it has it's own...."artistic flavor". I value that, and thus, like this method.
I think you're misunderstanding what I'm saying.

I've basicly presented two diffrient ideas of modeling in this thread's course.

1) IF they are going to keep producing/developing the games they are, then maybe they should look into making a single model for some characters and resize it if needed, because lets face it that's no worse then the way a lot of the Sparking models look similar already (as I showed earlier) however this method of things only would apply (for me) IF they kept doing the things the way they are, which currently is an idiotic way of doing things the way they are.

2) If they are or were going to actually take their time with it and put money into it, then I've descibed how to handle it that way above, ie breaking everything down completely and making everything (and everyone) as unique as possible.

Given what you and Pedro are talking about, or saying, or prefer, you'd think you'd prefer something like #2 over #1 or over what is currently done. I mean FFXIII has already shown that clipping will no longer be a problem, and everything (and I mean everything really) is still be built from the ground up in #2, so I'm really failing to see the problem it, especialy given what you say that you want.

Look at something like Gears of War. Now if you didn't know any better you'd probaly think that the models are or were built from the ground up entirely, without anything being seperate, as they are these hulking masses of models, but infact they were built in pieces, and just look at what the end result ended up achieving. Now note that I'm not saying DBZ should go for the look or style of GoW, but rather that DBZ can achieve the "greatness" that it's able to do in terms of DBZ and DB/Z/GT specificly, just like GoW can within itself.

Another one of my whole points was if they are going to keep doing things the way they are (graphicaly) what's the point of moving onto the PS3 or 360? I mean if they were just going to do stuff for the Wii I wouldn't see much of a problem (even though the Wii and current-gen stuff can achieve way better then what the current games already display)

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Post by chibi_goten » Thu Dec 14, 2006 2:29 pm

TAS wrote: First off forget everything previously in this thead as I'm going to try and break it down more specificly so you can understand it all better.
Breaking it down, that has got to be one of the biggest ''breaking downs'' I have ever seen lol.
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Post by TAS » Thu Dec 14, 2006 2:38 pm

Breaking it down, that has got to be one of the biggest ''breaking downs'' I have ever seen lol.
Yes, but at least it's shorter then my first post, and is a little more clear :)

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Post by SS2 Vegeto » Thu Dec 14, 2006 4:33 pm

Actually, I hated how similar it was in sparking anyways, so I really am just looking for that unique hand-crafted artistic touch.

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Post by TAS » Thu Dec 14, 2006 6:17 pm

Actually, I hated how similar it was in sparking anyways, so I really am just looking for that unique hand-crafted artistic touch.
Yes, like the quality that Pixar puts into their models, and infact that's the level of detail/quality I want to see put into a DB/Z/GT game. Something that is very visualy appealing (while still retaining the Toriyama/TOEI style) and that move/animate extremely well. Now you may say Pixar's stuff is on such a high level that games can't achieve, however when looking at a number of the upcoming next-gen stuff it's obvious that developers are coming close to matching that level of quality and what not.

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Post by SS2 Vegeto » Thu Dec 14, 2006 6:47 pm

I....actually hate pixar, so it's hard for me to stick with you with that analogy...=/

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Post by Pedro The Hutt » Thu Dec 14, 2006 6:56 pm

Hehe, that reminds me, Sony boasted about the PS2 that it could bring us Toy Story quality graphics in real time.... riiiiight.

So I'm not exactly holding my breath over what the PS3 has in store according to Sony's words since it's probably overblown by a mile.
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Post by TAS » Thu Dec 14, 2006 6:58 pm

I....actually hate pixar, so it's hard for me to stick with you with that analogy...=/
Damn, then what either of the two Final Fantasy movies? I mean I know those go for hyper realism, but there's obviously a lot work put into them. Or what about Dreamworks Animation (Shrek, etc) do you hate them?

What about any of the games I've refrenced? Gears of War, Final Fantasy XIII, AKI stuff, various Capcom works, etc, etc?
Hehe, that reminds me, Sony boasted about the PS2 that it could bring us Toy Story quality graphics in real time.... riiiiight.

So I'm not exactly holding my breath over what the PS3 has in store according to Sony's words since it's overblown by a mile.
Well I'm not looking at what Sony is saying, but rather the footage that's been provided by Square-Enix with the FFVII Tech Demo, or FFXIII, which shows of they're able to pull off real time graphics that look just as good as the FMVs in FFX. Then there's also Metal Gear Solid 4, which has some really amazing visuals, along with the Tekken PS3 Tech Demo.

Also it's hard to tell what a consoles maximum potentional is when you're limited to disc space, like if you look at the FFVII or Tekken tech demos they are powered on the PS3 tech alone, but with unlimited disc space, ie there's nothing saying they could fit a large amount of content that looks that good on a single disc.

So while the PS2 might never have produced anything that looked as good as Toy Story I don't think we actually ever got to see its maximum potentional when not limiting it to disc space.

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Post by SS2 Vegeto » Thu Dec 14, 2006 8:54 pm

Dreamworks is alright, though I prefer normal animation, and Capcom does some good stuff, though I prefer all their older arcade games anyways. The Final Fantasy movies were good, but as you said, hyper realism.

When it's created from scratch, I can kind of tell and feel it, and I generally have more appreciation for the artwork.

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