DOA6 Graphics Thread

Tyaren

Well-Known Member
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Navels?

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Butts though...

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Noontide

New Member
Don't know about Bayman or Diego...but Rig...I'm obsessed with his face in DOA6.

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Dem joocy lips...

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he always reminded me a bit of Wentworth Miller which is why I think you were on point when you said they made him racially ambiguous. I kinda want to pick up Rig in DOA6, I like his goofier personality in this game.
 

Tyaren

Well-Known Member
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I really like the model viewer (which they call photo mode) in MK11:


Helps to really appreciate the fantastic character models in detail from every angle.
I would've said that I'd love something like that in DOA6 as well, but the photo mode there is of course even better than just a model viewer and I am not sure if a model viewer would do the character models any good. They are after all really inconsistent with lots of smaller and bigger oversights and outright graphical errors.
 

Tyaren

Well-Known Member
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Yeah, Ryu should get that checked out. :/

Here's an appreciation post of entirely perfect (if you ignore those ugly tats) and lump free Rig. Yeah, I already admitted I am unhealthily obsessed (I've at least taken 50 photos of just his face, lol), but I still can objectively say his face model is so well crafted and so expressive.

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The inconsistency of the models is baffling really. Beautiful faces (that are up to par with best of the industry, like God of War, Uncharted, Detroit...) next to amateur anatomy mistakes, PS One era texturing and obvious graphical errors they probably never intend to fix.
 
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Tyaren

Well-Known Member
Standard Donor
Also, I don't think this is how it's supposed to work either.

View attachment 28167

That polygon mesh stretching is pretty common though. What makes it look even weirder though is the skin shader being weirdly bright and reflective under the armpit.

I hope next gen more games will use techniques like used in the most recent God of War, where bodies and musculature properly stretch and deform:

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