Wrong thread for this, kinda, but it is kinda an LA Noire question lol.nbohr1more wrote:Hey Odium, I know your engine is a different animal than Doom 3 but does your engine support videomap for normal maps and diffuse?
If so, you could pull-off LA Noire quality facial animation with ROQ level compression.
The question, of course, is how to decode ROQ quickly enough without being too CPU dependent. If a GPU based ROQ decode would be too much of a burden while also rendering the scene, then perhaps some caching mechanism like:
1) Invoke animation script call
2) Pre-decode a certain string of frames from the ROQ and render as a "film-strip" TGA texture in RAM.
3) Use Scroll + Translate ala standard animating textures.
I guess Rockstar used a shitload of capture data so it would still probably need to be scaled down for small developers.
Short answer, we support video map on any surface but I don't *think* it can be used per stage for bump/diffuse/specular, although I haven't tried. We do support frame animation however, and we use our own, much better, 720p .RoQ encoder (Source is available as well as the tools).
I'm not 100% sold on the way Rockstar did this facial stuff. At times it just looked baaaaad, blurred to hell and back, and because they take up so much space they had to be uber low resolution. Plus, the mouths always looked wierd, the eyes dead because they were part of the same surface (With no reflection and worse, studio lights in every one), and the head models looked poor.
I fully believe that the best thing we could do is a nice head mesh with normal map, same as we do already, uber quality, and then various blend maps for emotion, so wrinkle maps pretty much. Used in combination with higher poly geo on the face and some facial rigging, it can look just as good as this, it just takes time, and sadly the best thing we have is the HL2 face poser. But still perfectly possible.
I'm far more worried however about the connection between facial mapping and body mapping, because it seems that while mocap has helped a lot, its made other areas that require more smaller close up detail fall apart, and even worse when you think the body animations don't match the face. I'm looking forward to seeing what BF3 has up its sleave with that however.