Serious /v/ question here. How in the name of fuck does stop motion digitisation work? I'm sitting playing Harold Halibut and the visuals are blowing my old mind.
>>736424146I think you make stop motion then put it through a computer or something
did you smoke a little weed earlier?
>>736424261Genuine question. How the hell do you make controllable Wallace and Gromit shit at this level of visual fidelity? It's like magic.
>>736424146set the glossiness to zero
>>736424146It's really no harder than making any other kind of realistic grapics, you just use different textures. In fact it's easier, since little mistakes aren't as jarring when it's meant to look somewhat abstracted anyway.
>>736425316>it's easierBecause it hides mistakes? Lol no. Even if that were true, that matters little when compared to the fact that making a game with all stop motion visuals means hours and hours of shooting scenes and then reshooting them. Harold Halibut is mostly a visual novel with some light puzzle elements so there are choices that change each scene and the story. So that means you need to reshoot every scene you make a different choice in. So you have to stage everything back exactly as it was over and over again. It's extremely tedious.
>>736425316Just looked it up and in this case the models are physically animated frame by frame for every animation in the game. It's not just CG models made to look like clay, it's the actual clay models painstakingly digitised. Similar to how Mortal Kombat was made.
>>736425990That sounds stupid and wrong, especially since you can see the aliasing on a real time rendered model in the OP.
>>736426271Ah this game was a bit different. It used a hybrid method. Took ten fucking years to complete.https://www.cartoonbrew.com/tech/behind-the-scenes-of-harold-halibut-a-handcrafted-stop-motion-inspired-video-game-241868.html
>>736424146This "game" is worth playing just for the character models.
>>736424146you just skip every second frame lmao