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3 Dimensional Chat / A quick thought about cutscenes

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Big Man
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Joined: 4th Feb 2005
Location: BEHIND YOU!!!! (but I live in England)
Posted: 5th Nov 2006 16:59
hi

I have played all three main metal gear solid games and plan to play the fourth one when it comes out and i just love the level of detail in the cutscenes (And game ) and i just wanted your thoughts on how cutscenes like that are made.

Are they made much in the same way pixar would make their movies or do they do it a differnt less/more efficient way??

Cheers

BM

Our aim is to keep the loo's clean, your aim can help.

3.0ghz pentium dual core processor, 2gb ds ram, 250gb HD
Seppuku Arts
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Posted: 5th Nov 2006 17:34 Edited at: 5th Nov 2006 17:34
Most cut scenes tend to follow the same way in the way its made. You have a pro quality all round 3D app to work from, some times (more commonly now) 'extra' apps are chucked in, like Zbrush to add extra details onto models for cutscenes, like the new Splinter Cell has made good use of Zbrush, everything is placed in the scene, animated etc. rendered in their favourite renderer (Whether it be Vray, Yafray, Cinema 4D's renderer, Lightwave's, renderman(pixar's renderer), mental ray and so on) Now you can imagine a high detail scene with Global illumination etc would take ages to render, well most people tend to 'fake' effects that look good, global illumination is usually faked with luminance channels, light domes, baking and ambient occlusion, Pixar has their own solution, make their own fast renderer, known as renderman, using the features at some less quality but much faster results, but last time I looked renderman was pricey.

As for Metal Gear Solid, I think they do their cut scenes real time in their game engine, with MGS 4, they would have obviously chucked in normal maps, shadows, ambient occlusion maps and other shaders to making it look awesome.

Either way, pre-render or rendered real time, both ways are good for cutscenes, I like pre-rendered more, looks nicer and requires less programming

Jonny Ree
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Posted: 5th Nov 2006 17:50
Metal gear solid has always had a thing for making cut-scenes in engine, that means creating a nice set of classes to handle the input as they've added features for user input under scenes. Ever since Metal Gear Solid 2 scenes has been played out with actors using motion-capture. If you have a look at some of the Making of movies which comes with some versions, (I believe the substance versions and some of the European versions has this) you'll see how scenes are being made and how they went about creating some of the more memorable scenes. In the forth they're taking this a step further as well hiring some actors to play characters made based on themselves.. which will bring another movie aspect to the game (celebrities)

The big difference between doing its this way compared to pre-rendering is that you don't have to speak to a renderer the same way. So you'll work with the scene a bit differently than if you were to send them off to rendering.

I don't know too much on this area though unfortunately. Hope it helped though.


Oddmind
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Location: Atlanta, Georgia
Posted: 5th Nov 2006 18:30
Metal Gear Solid games have been called many times before, an interactive cutscene. I say whatever I love the games.

In games like final fantasy 10 they have 3 different models, one for in game, one for overworld/cutscenes in engine, and one for those pre rendered cutscenes, which obviously do have shaders and things on them.

Whatever you prefer

formerly KrazyJimmy

Prayers for rain...
Big Man
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Posted: 5th Nov 2006 19:26
hey cool thanks guys a think i managed to understand all that!
One thing though could you explain what you mean by real time rendering please??

Thanks again

BM

Our aim is to keep the loo's clean, your aim can help.

3.0ghz pentium dual core processor, 2gb ds ram, 250gb HD
TEH_CODERER
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Posted: 5th Nov 2006 19:30
Like normal in a game. Everything is rendered very fast, normally 60 times per second.

Seppuku Arts
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Posted: 5th Nov 2006 20:50
Basically what it says,
rendering in real time, rather than taking 20 minutes to render a frame it takes a millisecond. But yes basically what you find in games, which is why many effects are 'faked' and detail has to be tuned down so that a computer is able to render everything in real time.

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