@GermanStrands I see so few titles with proper raytraced reflections, the bar has been set extremely low. Most games now rely on screenspace, which looks garbage and gets beat out by games from 20 years ago
@popupipapo Tech-wise CGI improves without a doubt, but that doesn't mean art direction, budgets, time constraints or efficient directors who work with VFX teams and not against them improve, let alone stay as good over the years.
@priyummyomg@CursedGunPics_ Sometimes people will use scans as a base to start modelling from (kind of as a blockout), but this varies on the quality of the scan, if you have the real thing it can be much faster to use some measurements and a couple photos
@priyummyomg@CursedGunPics_ RE doesn't use scans for guns, it's extremely rare to see anyone use them. There's a lot of cleanup involved and parts need to be separated for a scan so that the result isn't one merged blob, not to mention you need access to the real gun and it probably needs legal changes too
@priyummyomg@CursedGunPics_ You can see for example in that screenshot, the materials are quite flat and the scratches are extremely uniform, they have 99% coverage on all sharper edges and have uniform thickness. Real objects don't look or wear this way, but out of the box procedural tools look that way
@priyummyomg@CursedGunPics_ Creating realistic materials is like painting a canvas, it can take hundreds or thousands of brush strokes to get a result that feels compelling and natural. Any time you apply a tiling texture or basic procedural details you will get something that feels artificial or cheap