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Forums - Nintendo - Metroid Prime Federation Force gameplay live now!

spemanig said:
sc94597 said:


What lighting gradient do you see in this game? It is by default cel-shading because of the low-quality of the shading itself. Look at the "fur?" on the enemies leg in the picture you posted. It is flat, no gradient at all. Now compare that with a Hunters picture. 

   

^ Noice the ends of his "spikes" are lighted continously more than the portion closer to his body. 

Now let's compare character models and environment. 

The snow has a uniform lighting value, no variation at all. The characters have uniform lighting as well (the dark and light patterns are the color of the textures, not from some light source.) 

Looking at hunters look at the green beam of the character it has a gradient shade. Look at samus' it also has a gradient shade. 

^ This is obviously not a single gradient, it has three different very limited gradients. The yellow, the medium orange, and the dark orange. All of which are so distinct from eachother that you can almost draw shapes. 


Low quality textures isn't cel-shading. The fact that you used the fur texture on the picture I posted as an example of cel-shading proves you don't understand what it is at all. That isn't cel shading. If it was cel-shading, it wouldn't look like fur, it would look like a flat gray-white color. What you're talking about are bad textures.

The snow does have gradience. It's not cel-shaded at all. None of what you bring up in that post is an example of cel-shading. I don't get how you still don't understand when I literally posted three pictures with clear examples of cel-shading. You say that the light and dark patterns are the textures. That doesn't happen in cel-shading because textures in cel-shading are single, flat colors. That's the whole point of cel-shading. If this game was cel-shaded, it would look nothing like that.

I didn't mention the textures to be low quality. I was talking about the lighting. I understand cel-shading just fine. You are the one who thinks either all textures must be cel-shaded or not in a game. An example of a game in which this is not true is Okami. Some assets are shaded realistically while others have no/few gradients in their shading. This is true for Metroid Prime Federation as well. 

The bridge, flora, and houses are cel-shaded, while portions of the hill and terrain are not. 



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spemanig said:


Low quality textures isn't cel-shading. The fact that you used the fur texture on the picture I posted as an example of cel-shading proves you don't understand what it is at all. That isn't cel shading. If it was cel-shading, it wouldn't look like fur, it would look like a flat gray-white color. What you're talking about are bad textures.

The snow does have gradience. It's not cel-shaded at all. None of what you bring up in that post is an example of cel-shading. I don't get how you still don't understand when I literally posted three pictures with clear examples of cel-shading. You say that the light and dark patterns are the textures. That doesn't happen in cel-shading because textures in cel-shading are single, flat colors. That's the whole point of cel-shading. If this game was cel-shaded, it would look nothing like that.

I realize that I missed a portion of your post. Shading, has to do with the lighting, not the detail or content of the texture. Here are games with detailed textures that are also cel-shaded. 

^ Notice there are some gradients in the lighting here and there, but for the most part the lighting is constant. However, the textures still vary in color. Notice toward the edges of the rathian there is a darker red than in the center. That has nothing to do with the lighting, but rather the content of the texture. 

^ Same thing here. The lighting values are mostly constant or discrete, while the textures vary in color. 

Besides that, it is obvious that there is a spectrum between no lighting gradient and realistic lighting. MPH has far more "realistic" lighting than MPF.



sc94597 said:

I realize that I missed a portion of your post. Shading, has to do with the lighting, not the detail or content of the texture. Here are games with detailed textures that are also cel-shaded. 

^ Notice there are some gradients in the lighting here and there, but for the most part the lighting is constant. However, the textures still vary in color. Notice toward the edges of the rathian there is a darker red than in the center. That has nothing to do with the lighting, but rather the content of the texture. 

^ Same thing here. The lighting values are mostly constant or discrete, while the textures vary in color. 

Besides that, it is obvious that there is a spectrum between no lighting gradient and realistic lighting. MPH has far more "realistic" lighting than MPF.


Dude, no.

Cel-shading, by definition, is used to make 3D images look flat.

"Cel shading (often misspelled as 'cell shading') or toon shading is a type of non-photorealistic rendering designed to make 3D computer graphics appear to be flat by using less shading color instead of a shade gradient or tints and shades."
The left is MP:FF. The right is cel-shading. MP:FF is not cel-shaded.


And here is a link on cel-shading. 

http://raulreyesfinalproject.files.wordpress.com/2012/12/dissertation_cell-shading-raul_reyes_luque.pdf

What you are calling cel-shading is actually monotone cel-shading. It certainly isn't the only type of cel-shading there is. 

Another great example mentioned in the dissertation I linked is Prince of Persia. 



spemanig said:
sc94597 said:

I realize that I missed a portion of your post. Shading, has to do with the lighting, not the detail or content of the texture. Here are games with detailed textures that are also cel-shaded. 

^ Notice there are some gradients in the lighting here and there, but for the most part the lighting is constant. However, the textures still vary in color. Notice toward the edges of the rathian there is a darker red than in the center. That has nothing to do with the lighting, but rather the content of the texture. 

^ Same thing here. The lighting values are mostly constant or discrete, while the textures vary in color. 

Besides that, it is obvious that there is a spectrum between no lighting gradient and realistic lighting. MPH has far more "realistic" lighting than MPF.


Dude, no.

Cel-shading, by definition, is used to make 3D images look flat.

"Cel shading (often misspelled as 'cell shading') or toon shading is a type of non-photorealistic rendering designed to make 3D computer graphics appear to be flat by using less shading color instead of a shade gradient or tints and shades."
The left is MP:FF. The right is cel-shading. MP:FF is not cel-shaded.

Monotone cel-shading makes objects look flat. Cel-shading means the lighting-system is flat, that's all. There are multitoned moving images with flat-lighting systems, and they are by definition cel-shaded.  The energy beam from the gun in MP:FF has flat-lighting even if it is not monotonal (the content of the texture isn't a single color.) 



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If there was no cel-shading in MP:FF I should not be able to outline the textures like I have. 

The energy beams are even flat when they leave the gun and go after their target, watch the trailer again. 



Looks fun, honestly. Should have called just called it Federation Force and teased a Samus cameo. Caaling it "Metroid Prime" is a major stretch.



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StuOhQ said:
Looks fun, honestly. Should have called just called it Federation Force and teased a Samus cameo. Caaling it "Metroid Prime" is a major stretch.


No it's not. It's called Metroid Prime because it uses the Prime controls.



Regardless on how good it is, people will hate on it..

Will watch it later, when I have time



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spemanig said:
StuOhQ said:
Looks fun, honestly. Should have called just called it Federation Force and teased a Samus cameo. Caaling it "Metroid Prime" is a major stretch.


No it's not. It's called Metroid Prime because it uses the Prime controls.

Since when are franchises named after controls? Lol.