| I'm one of the engineers working on this, I even make a semi-appearance in the video. I'm not really going to say much about it because it's a little annoying that it leaked out, and by such a crappy recording too, but - a) I think the title here is pretty good, better than the hyperbolic one the Inquirer used. b) Your middle two paragraphs are spot on c) Given the video, it's understandable people are focused on the "actor as a virtual character" previsualization part ('but Avatar did this two years ago!', 'our game engine does that!', yadda yadda). That's only a small part of it, and honestly one of the less interesting ones. I don't see what you think is condescending though. There's not a lot of difference today in the skill-set of a CG artist and a games artist. Generally they're just working to different budgets. (I say that as someone who spent 15 years working on console games). The painstaking days of game artists building models that use less than 100 verts and hand-painting 256x256 textures are gone. Now, both your CG and game-artist build super-high resolution models, probably starting with something like ZBrush, then decimate down to whatever they need with the highres asset used to generate normal or displacement maps. Optimius Prime in the original Transformers movie used ~20x more polygons than a PS4/Xbone game would today for a similar character. That's pretty amazing when you think that the GPUs in those machines are already handily outmatched by PCs, and the performance gains Nividia/AMD bring with every hardware cycle. |
My comment was definitely more about the media coverage than anything else. I've been a lighter/comper/pipeline dev mostly in features and have never worked in games so I can't speak with really any authority on the subject. I really just wanted to convey that mainstream coverage of VFX (and games) tech seems to really gloss over the human element.
Anyway great work, thanks again.