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Old 08-04-2008, 12:33 AM
That comparison isn't the best, because the concepts look like shit but the models look pretty neat.
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Old 08-04-2008, 12:43 AM
Then I suppose it would be even more unfair to compare those crude After pictures to this concept art by Jeremy Bennett.
I really dig this guy's work. Spoilered because it's freakin' huge!
Spoiler:


Not that the new bunch is inherently bad, but this original quartet really got me invested in the setting.
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Old 08-04-2008, 12:45 AM
I like the new black dude design a lot more.

In fact, I like them all more.
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Old 08-04-2008, 12:46 AM
That sure is some huge concept art.

Any chance of it being available in wallpaper sizes?
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Old 08-04-2008, 01:26 AM
I really like the newer designs over the older, mainly because they look more like fresh, recent survivors, stubble just starting to show, whereas the older designs seem more like your truly hardySpoiler:
survivors
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Old 08-04-2008, 02:22 AM
Dehumanized wrote: View Post
That sure is some huge concept art.

Any chance of it being available in wallpaper sizes?
Can't you just shrink it down?

Either that of you've got one freaking huge monitor.

In any case, yeah the older models looked far too drab to actually be able to clearly see them in a mob under dark lighting. These new ones are a lot more visible.

You can really see Valves' visual design at work there. Like how before the veteran had closed up green-grey jacket which made him difficult to see. In the new version they opened it up and have a clearly visible striped pattern placed across the centre of his chest, right where it's most visible. Just like in TF2 where they talked about how people's eyes focus on the torso of the character first, not the face, so it's really important to provide immediate visual feedback from there.

I do miss Biker Dudes' long hair but I can see how his new face is a lot more visible as well.

And Token Black Guy, well he looked just as drab as the rest before (only it was a drab dark brown coat instead of dark green or dark purple). The new office worker look seems to suit him fine.

Not sure I've seen the new model for the girl in-game yet.
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Old 08-04-2008, 02:26 AM
Yeah, I don't think anyone has.

Really I think the problem with the old models was they looked just like the zombies.
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Old 08-04-2008, 02:38 AM
Actually if you look at the centre torso / chest of each of the characters, you can see it's a uniquely distinguishable pattern on an easily visible white background.

Veteran: White with blue / green stripes

Biker: White Vest surrounded by black jacket

Teenager: Half-zipped up purble / red jacket with white vest visible

Office Worker: White shirt with red tie in the centre

Before, they all (except the biker, who's design really hasn't changed too much apart from his face) had uniformly solid, drab colours across their chest.

Seriously, you notice little details like that you see how in-depth Valve are with their character design. How many multiplayer games truly focus on the visibility and distinguishability of the players like that?
 

Last edited by subedii; 08-04-2008 at 02:43 AM.
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Old 08-04-2008, 03:41 AM
The black guy in the old version looks kinda like Michael from Lost.
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Old 08-04-2008, 05:53 AM
But why did they remove the beards!
Old ones look better.
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Old 08-04-2008, 06:08 AM
Fuga wrote: View Post
But why did they remove the beards!
Old ones look better.
Because only Gordon Freeman is allowed to have one.
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Old 08-04-2008, 10:55 AM
TVs_Frank wrote: View Post
The black guy in the old version looks kinda like Michael from Lost.
If I was casting a Left 4 Dead movie, I'd go with Don Cheadle:


I can't think of anybody the new Louis reminds me of. I don't think left4dead411.com's comparison to Dave Chappelle was particularly accurate, if amusing.

Even though I liked the look of older models better, I can understand and support the change. If it comes down to the difference between getting a game that looks great and a game that plays great, I'll go with the play every time.

Besides, with the modding pedigree of Turtle Rock/Valve, I'm sure someone will have a re-skinned server with the original models on it some day.
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Old 08-04-2008, 11:13 AM
You can see a work in progress new model of the girl in some of the E3 videos. Her clothing is done, but she still has her head from the old model.
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Old 08-04-2008, 11:46 AM
TVs_Frank wrote: View Post
The black guy in the old version looks kinda like Michael from Lost.
Yeah, some guy running around screaming "WAAAALT!" will surely keep the ravening horde from finding you.
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Old 08-04-2008, 11:51 AM
I think I've just been following this game for too long, but I've gotten way to used to the original models. There's nothing really wrong with the new ones, but I'm not really warming to them.
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Old 08-04-2008, 02:17 PM
Echo wrote: View Post
TVs_Frank wrote: View Post
The black guy in the old version looks kinda like Michael from Lost.
Yeah, some guy running around screaming "WAAAALT!" will surely keep the ravening horde from finding you.
Spoiler:
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Old 08-04-2008, 08:36 PM
subedii wrote: View Post
Seriously, you notice little details like that you see how in-depth Valve are with their character design. How many multiplayer games truly focus on the visibility and distinguishability of the players like that?
You mean there's an character design choice beyond shiny plastic armor, shiny plastic skin, or olive drab military uniforms? I don't think this will go over well at ALL.
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Old 08-04-2008, 08:49 PM
Wow. They really do put a lot of thought into their games.

Here you can see a comparison between what the game looks like with and without film effects, and a bunch of different in-game visuals. First half is TF2 stuff, second is Left4Dead.

http://www.valvesoftware.com/publica...rtInSource.pdf
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Old 08-04-2008, 09:04 PM
DeMoN wrote: View Post
Wow. They really do put a lot of thought into their games.

Here you can see a comparison between what the game looks like with and without film effects, and a bunch of different in-game visuals. First half is TF2 stuff, second is Left4Dead.

http://www.valvesoftware.com/publica...rtInSource.pdf
Dude, that's incredible. I've seen a lot of that info on TF2 before, but the crazy work with self-shadowing normal maps (at no FPS decrease!) and wetness without "shiny" is awesome looking. It's crazy how much their "filmic effect" shaders add to the atmosphere of the game.

I really like how the more intense things get, the more contrast picks up to make it LOOK more intense too.

Gabe knows how to spot talent when he sees it.
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Old 08-04-2008, 09:06 PM
Seriously, the filmic effects add so much to the look.

And the contrast picking up when the character is more stressed? So cool.
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Old 08-04-2008, 09:28 PM
The TF2 stuff I had seen at GDC but this left4dead filmic effect is new.

Incredible shader work as usual.
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Old 08-04-2008, 10:28 PM
I think I may have already said this, but I think it bears repeating. I have never, to this day, been disappointed in Valve. They have always met my expectations precisely, and often exceeded them.
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Old 08-05-2008, 02:55 AM
Yeah, they're just one of those companies where no matter what disturbing rumours I might hear about an upcoming production of theirs I'll just be like, well, it's Valve, so it's still going to be ridiculously awesome. And not one time has a Valve product been anything other than brilliant. It's obscene.

I think it's because they just will not release something that they can't honestly say is stupidly awesome. I mean, they finished Half-Life 1 back in the day, and then realised it wasn't any fun, and rebuilt the entire thing from scratch and it got a million Best Game Evers. That was before they were filthy rich.
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Old 08-05-2008, 06:05 AM
That PDF is really cool. It's too bad we can't listen to the presentation.
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Old 08-06-2008, 05:18 AM
Suds wrote: View Post
That PDF is really cool. It's too bad we can't listen to the presentation.
Gamasutra did a writeup on the presentation which everyone should definitely read, you can find it here:

http://www.gamasutra.com/php-bin/new...hp?story=19527

I love how as the game ramps up and becomes more intense, the image actually sharpens and edges and boundaries become more defined. It looks as if it lends everything a more desperate feel.

EDIT: This quote in particular, is freaking important:

quote:
The AI Director's omniscient knowledge of the game state allows the game's visual tone to change even before events take place. Said Lundeen, "We take the local contrast and crank it up. Everything gets sharper, like there's an adrenaline rush, and things start to feel more clear, like people get in near-death experiences. What the Director is subtly saying to you is, 'I am going to spawn 100 zombies around the corner.'"
That's just... wow.

I cannot honestly think of another game that dynamically altered the art style in order to foreshadow events that would be coming up. Heck, most developers don't even bother to shift the art style in the first place!
 

Last edited by subedii; 08-06-2008 at 05:39 AM.
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