Maybe it's more the jersey than the body type have you thought of that ?
Definitely not the jersey. They already tried to make it fit by making the jerseys bigger and more floppy but it just make the players feel even wider than they should.
I don't really get too much on 2ks art but lately man some things bug me, but its just me personally art and sound stick out to me the most.
Could be another bad angle though like that Harden pic but I doubt it.
Sorry King but 2k14 was one of the most visually stunning games produced on nex gen.
Post that OMG video and that's all that needs to be said.
Im glad to say 2k15 default lighting feels like a morgue in comparison and I pray they brightened up the arena. It makes no sense for an arena to look like they're about to do the starting lineups the entire game. Im currently playing UBR on 2k14 pc and its embarrassing how the arenas are in contrast to brightness. It's one of the things I noticed early on. Look how it seems when shooting a ft from behind the player, then look at a real picture... its bad
Im not even asking for 2k14 (im asking for better )or what would make 2k16 look great, whether its brighter, shine or even a cooler tone of the player models colors and stuff
...and for goodness sakes man fix the Nets floor, its been bad for 2 years now, and the Clippers stayed wrong all year
I hope they can add or swap or change art when they want/need to, especially with how much players change stuff. Oh I have another one for you too, king
THANK YOU 23!!! If he says it, then I definitely know for sure that I wasn't wrong.
Sorry King but 2k14 was one of the most visually stunning games produced on nex gen.
Post that OMG video and that's all that needs to be said.
Im glad to say 2k15 default lighting feels like a morgue in comparison and I pray they brightened up the arena. It makes no sense for an arena to look like they're about to do the starting lineups the entire game. Im currently playing UBR on 2k14 pc and its embarrassing how the arenas are in contrast to brightness. It's one of the things I noticed early on. Look how it seems when shooting a ft from behind the player, then look at a real picture... its bad
Im not even asking for 2k14 (im asking for better )or what would make 2k16 look great, whether its brighter, shine or even a cooler tone of the player models colors and stuff
...and for goodness sakes man fix the Nets floor, its been bad for 2 years now, and the Clippers stayed wrong all year
I hope they can add or swap or change art when they want/need to, especially with how much players change stuff. Oh I have another one for you too, king
You're definitely twisted on this one 23. I'm not, nor did I ever say 2K14 wasn't one of the most visually stunning games on next gen. I was right there with everybody else with my jaw on the floor when that trailer dropped. My point was that while that was an amazing game visually it wasn't perfect like it has somehow morphed into in it's mentions in the past few days and a lot of changes to 2K's style visually from that more than likely came from the bitching about the issues people were whining about around here when 2K14 was still in it's life cycle. I guess a lot of it came from people acting out because they were pissed about the server saves/VC stuff so they bitched about EVERY possible imperfection with the game, but people bitched and moaned about the reflections on the court. Those were toned down in 2K15. Guy's like super light skinned Derrick Rose were ripped apart for the too light skinned tone stemming from the lighting in the arena. Skin tones across the board were darkened to fix the issue. Now we get two years out and it's time for the pre-release pick apart of 2K and we're talking about the graphics of 15 and 16 like 2K is trying to convince everyone to spend 60 bucks on a PSOne game.
There's definitely some issues that still need to be ironed out, specifically with certain arenas that are simply too dark in the stands. However the situation isn't near as bad as some people are taking it. Especially considering some of the ones doing it are over in the Live forums co-signing every screen released on that side as the second coming and that game hasn't made any huge graphical leap this year over it's big time jump from last year (first and last mention of that game from me in here).
You really could tell from that low quality video tho that he doesn't have a full Mohawk tho ? Lol And that picture I posted was from this year . Some Mohawks look like flat tops because of your hair might be straight and not Curly or wavy . Howard has rocked different versions of it Attachment 103869
You really could tell from that low quality video tho that he doesn't have a full Mohawk tho ? Lol And that picture I posted was from this year . Some Mohawks look like flat tops because of your hair might be straight and not Curly or wavy . Howard has rocked different versions of it Attachment 103869
In that video it looks like 2k15s Dwight which ended up wrong from the beginning once thet changed his hair
@King dont disagree... i just abhor 2k15s arena lighting. I didnt have issue with the models as i said when i was posting early release pics that 2k15 seems more detailed.
Money its not that serious to keep going on about because its nit picky unless you are into art
Honestly, 2k just needs to hire someone (preferably me) to pour over countless hours of broadcasts and photos for arenas and players to get it all right.
When people exaggerate a position to substantiate their opposition to it, or to undermine its intentions, its usually because their position doesn't hold water on its own. I dont think a single person has said that 2k14s graphics or lighting were perfect but that narrative is being preached from any soapbox 'Mack' can find.
2k14s flaws aside, its lighting was done miles better than 15 and based upon screens, 16 as well. Hopefully it isnt too late to brighten things up.
When people exaggerate a position to substantiate their opposition to it, or to undermine its intentions, its usually because their position doesn't hold water on its own.I dont think a single person has said that 2k14s graphics or lighting were perfect but that narrative is being preached from any soapbox 'Mack' can find.
2k14s flaws aside, its lighting was done miles better than 15 and based upon screens, 16 as well. Hopefully it isnt too late to brighten things up.
Yet this is exactly what has been happening over the last 5 pages in regards to the state of 2k's graphics...which is exactly what 'Mack' is saying...
I've seen the word 'lighting' enough in a day to last me the rest of the year...
Maybe it's more the jersey than the body type have you thought of that ?
The chest is a tiny bit wider than it should be. Schroder seems to have a slightly thinner chest than normal. But the jersey is cut differently in the game because it's not even the same jersey. The straps are thinner and taper more exposing the M tattoo. The real life shot has wider straps that cover more of the chest near the arm holes.
As for the lighting goes, 2K14's lighting tended to be a bit too shiny and make the players' skin look almost watery. The initial shots of 2K15 had rim lighting played up too high and players looked nearly waxy-- but that was later toned down so while the players sometimes looked more realistic, they also tended to have subdued specular lighting all around compared to 2K14. Arena reflections were also turned down, which is actually a bit more realistic compared to some video caps but they might have gone a bit too far in that direction as well. A good balance would be something between 2K15 and 14.
It does feel that the Fresnel and specular effects of sweat and oily skin need to be boosted. I'm going to nerd out a bit-- but I'm certain that 2K uses physically based rendering and the sweat and oil/base skin roughness/gloss texture channels either need a tweak to their F0 and roughness values, or the BRDF visibility term could use an adjustment. I just spent the last few days poring over papers on physically based rendering and implementing our own PBR shaders, and one of the best (and most readable) papers I've been reading are by Naty Hoffman. He goes into detail on picking and optimizing the visibility term.
Then I find out that Naty is the VP of technology at 2K. In all likelihood I'm guessing he was primarily responsible for how amazing 2K14's lighting and shaders looked launching us into the next gen era.