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Which looks better

Tech demo 2011 382 29.09%
 
E3 2014 928 70.68%
 
Total:1,310

Zero999 said:

curl-6 said:

You need to turn on your sarcasm detector. Hynad is not on your side in this.

Links shirt here consists of 4 different shades of blue. The tech demo had proper textured cloth with nuanced shading.

I know but it doesn't mean I can't make use of his words.

and what about literally everything else besides link?

Textures and models are stylised to look like an anime similar to Mononoke Hime. While the end result looks really good, it doesn't make use of the same amount of details as the tech demo. Textures are blurry, giving them a painting look not that different from Skyward Sword. Although it's much more convincing this time around.

(Right click and open it in new tab to see it in full resolution)



You don't have to take the "It has less details than the tech demo" as "it looks worse than the tech demo". Because that's not what I'm saying. The new look is much more pleasing to my eyes and I'm glad they went for something like this. I was blown away by the teaser, and can't wait to see more of it in the coming months. Hopefully though, the game will have some darker locations. I would like a balance between bright and dark like Twilight Princess has. Just imagine how great it would look with an art style such as this!



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Looks amazing and can't wait to see more. In the mean time i have windwaker hd to finish. Probably try the 2 wii zeldas after



Xbox One, PS4 and Switch (+ Many Retro Consoles)

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It's really only the characters. Meaning Link and the horse. Looking at the screenshot Hynad posted above, the environment is extremely detailed. Indeed much like an anime.



Samus Aran said:
IkePoR said:

[gif]

Look for yourself. MGS5 grass/foliage are 2D sprites with circle animations à la Xenoblade Chronicles X. 

MGS5 takes place in a desert/barren setting lol... I don't expect foliage was high on their list of priorities when choosing which areas to push and which to skimp on. Likewise X is striving for a long range MLOD render distance. Naturally that requires cuts to the local geometry.

It would be like be comparing MGS5's character models to ZeldaU's and pointing out much more complex MGS5's are both in texture work and modelling are. Such a comparison would also be utterly pointless, because ZeldaU has no need to strive for such character detail. It isn't necessary for what it's trying to do so those resources are put to use elsewhere.

It's also worth mentioning MGS5 is essentially a glossy 7th gen port running at 1080p/60fps (ZeldaU on the other hand will most definitely not be running at 1080p/60fps :P).



Zero999 said:

and what about literally everything else besides link?

The lush swaying grass, vast draw distance, and stylised explosions all look great. Overall I am pleased with the look.  But the tech demo was in a class of its own on Wii U with its crisp lighting and textures.



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The tech demo had a very generic style. The real Zelda U looks far more promising. The art style is great and unique.



curl-6 said:
Zero999 said:

and what about literally everything else besides link?

The lush swaying grass, vast draw distance, and stylised explosions all look great. Overall I am pleased with the look.  But the tech demo was in a class of its own on Wii U with its crisp lighting and textures.

I'm interested to see how they will handle the foliage. They seem to be following the HLOD -> LLOD method of rendering the world rather than the now more common MLOD -> MLOD -> LLOD method. It can work really well providing you hide the asset transitions properly, but when not hidden well it's rather distracting watching grass magically appearing in the distance as you walk in that direction... (skyrim was absolutely appalling at hiding it lol).



While an element of cel-shading is used in the new trailer - and makes the game look better without causing a huge drain on resources - , it doesn't mean that the new Wii U Zelda is lacking textures, ploygons or detail.  When you look at the new link:

there is clearly depth in his clothing.  It has wrinkles and very realistic movement.  It's actually fairly realistic looking.  And the lighting is high-end and real time.  It's not 6 shades of blue, there is a gradual shade in many areas - there are just some points with distinct lines, giving the cel shade effect.  This is dramatically different and more complex than classic toon link who is a flat surface with essentially dark/light shadowing:

The new link is also more detailed than the the Tech Demo:

He's shiny, but when you're talking textures and polygon counts, his clothes, again, are essentially a flat surface with details drawn to simulated depth.  When you watch it in action, the fabric on the sweater moves as one peace, not independently like in the new game photage.



Focus on either sleave - there is no flow, no folding or bending of the fabric.  It is like a platic cup turning and rotating.  The new Link has far more going on, technically speaking.



Also, this creature:

Has FAR more detail than this one:

The rounded grooves on the new creature's shell have actual depth.  The spider in the tech demo has similar paterns on its shell, but they are simply drawn on a flat surface.  There are many, many more polygons on the new creature.  Many more segments in the tentacles vs legs, far more detail all around.  And the lighting from the new creatures attacks is far more impressive.  It's not even close.  And that's before we even get into the detail going on in the forest vs. the simple room from 2011.