@Q_Review For me is better to have it be synthetic because it can end and that makes it more interesting story wise, it's a finite resource and Spidey has do deal with it
This is forever controversial but IMO Spider-Man should have organic web-shooters. It's always seemed silly to me that his backstory is that a spider bit him and gave him Spider-Powers™
... except for his most famous spider-power, which he made in a lab. For branding, you know.
@onepiecedaiIys I just want better pacing, and if the art reflects oda art even better, I know I would love the world but the first episodes pace is dreadful
🚨🚨 NEWS ABOUT THE ONE PIECE ANIME REMAKE FROM THE CEO OF WIT STUDIO!
George Wada:
“The reason we decided to produce a remake of the One Piece anime comes from a reflection by the author, Eiichiro Oda. He pointed out that the work has become very long and rich in detail, and since it began a long time ago, the new generation—used to modern productions—does not necessarily feel the same enthusiasm toward the older animation. He felt a certain regret about this and wanted younger audiences to be able to discover and follow the story. This motivated me to recreate this legendary tale using modern techniques, adapted to today’s audience.
The goal is to use modern animation technologies to bring the work back to life and make it accessible to a new generation of fans around the world. Our studio is not just remaking panels—this remake will be dense and impactful, without unnecessary stretching. It will combine visual enjoyment, strong storytelling, and flawless pacing.
During its original broadcast, the series aired on Sunday mornings at 8 a.m., which is considered a children’s time slot. At Wit Studio, we are proud to produce remarkable works such as Attack on Titan, Spy x Family, and Vinland Saga. These are very distinctive creations. We want to approach One Piece with the same strength and level of quality, while fully respecting Toei Animation and their remarkable work.
The greatest challenge in creating a work like One Piece lies in the vastness of its fanbase and in surpassing their expectations. Over the years, fans have built their own vision of the story, and we want to create something that goes beyond that imagination. 🔥
The most important thing is to understand what the original author, Eiichiro Oda, wants, and to find the best way to present what he wishes to show or express. By collaborating with him, we will achieve the final result. This work is very dear to Oda, and he knows it better than anyone—his vision will guide us.
With Netflix, we now realize that our works are followed worldwide. We are no longer just competing within the Japanese market—we are competing with global giants like Hollywood and Disney.”
🚨🤯Un ÉNORME LEAK de DQ XII vient de sortir, de la part de celui qui avait tout bon sur le XI à l'époque!
-Le jeu se passerait dans la timeline des Célestelliens, avant DQIX et X, à l'apogée de l'Empire Klenfer
-Le personnage principal est une fille
-Le jeu, à l'instar du XI, se déroule en 3 actes
-Le premier arc se déroule exclusivement à la Morteresse qui est beaucoup plus grande et un marché d'esclaves gigantesque: l'héroïne est l'esclave numéro 12 (elle y est née) et Corvus, encore humain, est le numéro 9. Le numéro 10 est un personnage secondaire mais le leaker ne sait pas s'il vient de DQX car il n'a pas joué au MMO
Ils ont leur numéro tatoué au fer rouge dans le dos, d'où le logo et l'importance des flammes dans le premier teaser
-Corvus est le premier party member
-Le leaker décrit le gameplay comme "fun mais broken" il dit qu'il est par exemple possible de balancer la commande "Attaquer" sur les ennemis pour faire des dommages gigantesques, genre 600 en zone au niveau 15, mais qu'après ça, ton personnage ne peut plus utiliser la commande "Attaquer" du combat
L'un des party members serait une sorte d'alcoolique qui n'a que la commande Objets en combat
-Le reste du gameplay est du DQ classique (Tour par tour etc), l'exploration est du semi-OW, le système de la Transforge de DQXI est repris tel quel
-La musique et le chara design ont été à 95% faits par Sugiyama et Toriyama, mais il soupçonne 2 ou 3 musiques d'avoir été composées par Okabe (NieR) et certains chara design d'avoir été crées par Fenyo. Il n'en est pas certain car...
-... il n'est toujours pas arrivé aux crédits en 135 heures de jeu.
Il estime être au milieu de l'acte 3 et qu'il n'y a aucune longueur, c'est juste que...
-... Le jeu est une fresque gigantesque se déroulant sur quasi 70 ans sans timeskip (là où le leaker est arrivé)
-Il dit que la fin de l'acte 1 l'a tellement choqué et dégoûté qu'il a failli vomir. Il déconseille aux personnes sensibles de jouer au jeu mais pense que d'ici la sortie, cette partie précise sera aseptisée car trop sujette à polémiques
-L'équipe finalise surtout l'aspect graphique (pas ouf) et les bugs (le gars en aurait rencontré pas mal) car tout le reste "a l'air plus ou moins terminé"
-Premier trailer le 27 Mai pour le DQ Day, sortie en été 2027
@duckwaltz@Skillful__@opinali As an artist, no work is ever complete and everything can be improved upon, every artist knows this, but we have to deliver or it will be forever in work status, you can be sure most devs think like this. Some just have more time and money than others. That's why keep improving
@Mcreation86@Skillful__@opinali I think that everything in a game created by artists looks the way it does with intent. The "tradeoff" is part of that creative process. I don't think Ubisoft devs look at their game and go "wow looks underwhelming let's ship it!"
Daniel got important clarifications from NVIDIA. TLDR: the "DLSS5 skeptical" were right about *everything*.
1⃣ It's a 2D AI Filter. Input is only color buffer & motion vectors. The model doesn't see geometry, lights, PBR properties, normals, anything🧵
youtu.be/D0EM1vKt36s
@duckwaltz@Skillful__@opinali Their work is always there, it's the rendering that changes. The models, the material, the colors, the light, their all there. The rendering is the engine work, and the dlss5 ups the rendering beneath, reproducing realistic results.
@Mcreation86@Skillful__@opinali So the artists went back and touched up their work? I think you are intentionally missing my point. If you want to cede what makes humans special to a bespoke probability generator regurgitating shit stolen from real beings then go ahead I guess.
@duckwaltz@Skillful__@opinali You can say that, or say it's part of the tradeoff, there's always both points of view. But as an artist I want to see it as I pictured it, not how it have to be because of limitations. Or you thing Ubisoft devs like that their npc faces and animation look underwhelming too
@Mcreation86@Skillful__@opinali You think they don't know what it will look like on mid or budget cards? That they don't put painstaking work into tweaking their creation so that it appears just right on lower settings as well? Getting it to "fit" and look good is part of the art.
@l1ll0ll1ll@SatiiX@Skillful__@opinali Exactly, given time all games can be perfected to really high standards, time that most times they don't have, look how rockstar has been making GTA 6 for a long time trying to reach that.
@SatiiX@Mcreation86@Skillful__@opinali Exactly, and every game designer knows that projects tend to get stuck at 80% when budgets run out on those final touches. That's exactly where those tools comes in.
@duckwaltz@Skillful__@opinali And you can see that, when they update games to newer consoles and update light and models and graphics to match their expectation. I will not claim dlss5 is perfect, it's not but it's a step there where otherwise would be impossible.
@Mcreation86@Skillful__@opinali Setting aside how it looks which is my subjective opinion, I believe strongly in the intentionality of artistic creation. DLSS and other filters strip away intention and pervert a human creation with value into something worthless.
@Skillful__@duckwaltz@opinali And it's not on vivid sports don't worry, I know how to calibrate my screens properly, my work demands that, also what I see on my device is always different from yours, so if your picking that, maybe your phone has saturation issues.
@Mcreation86@duckwaltz@opinali I cant take a dude who has his TV on max saturation vivid sports mode serious, I almost had an anyeurism looking at those photos ngl
@Skillful__@duckwaltz@opinali It's cellphone photo of a tv, it is just to show how light becomes bluer and more exposed when proper raytracing is applied.
@Skillful__@duckwaltz@opinali Maybe thats because the light are quite different, but the process still occurs, it's called fresnel, reflectivity when views from an angle. The blue light permeates the room bouncing on all stone and white marble, permeating the environment, contrary to the photo I posted
Notice how it's also only a small portion because of the camera angle and not the entire bench being turned bluer than my profile pic. Even in your photo example it retains it's color from the warm glow of lights around it, which it should also be doing in the game hence there's candles and lamps all around it.
@duckwaltz@Skillful__@opinali Yes because it doesn't run in a machine operated by 0 and 1, using mathematical behaviour, it's just guesses, and I am the one anthropomorphizing it, if guessing is not a human behavior I wonder what is?
@Skillful__@Mcreation86@opinali The AI is basically a gambler that bets on what it reasons to be the most likely outcome be it what frame to create or what word comes next in a sentence.
@Mcreation86@duckwaltz@opinali Lmao it completely blows out the highlights on the ground. Is the room being illuminated by the glow of a truck's highbeams or the light of God himself from through the window? Lord have mercy
@duckwaltz@Skillful__@opinali The problem with dlss5 hate is the AI part, if they showed similar results with path tracing the noise would be lower or non existent. It's this idea that AI is stealing jobs, well industrial revolution did it too and people adapted
@Mcreation86@Skillful__@opinali History has shown that these companies are far more likely to have stolen their training data than acquired it legitimately though I'm not making a definitive statement on that re: NVIDIA. I'll agree for the sake of argument that they perhaps did indeed license them.
@duckwaltz@Skillful__@opinali And you can dedicate yours to study light and color by James gurney since your original post didn't understand the behavior of material under sky ambient light.
@seeeeaann@SatiiX@Skillful__@opinali Shadows uses both, ray tracing and probes, but those are still inferior to dedicated path tracing, so not all is correctly rendering, see how raytracing high differs from low
@Mcreation86@SatiiX@Skillful__@opinali this has nothing to do with path-tracing or not. open world games have used various combinations of static and dynamic probe captures for ambient lighting for 20 years that could brighten the roof tiles like that if the devs so wished it
@Mcreation86@Skillful__@opinali Ah yes, my wooden workbench always glows an eerie hue of sky blue when the noonday sun's rays enter through my workshop window. Such realism!