DOA6 Graphics Thread

juliusxcix

Well-Known Member
as someone said earlier, i also think the breakblows are adjustable. probably like a low-hitomi’s reaction, medium-the guy’s(i forgot who was in the video) reaction and high-the original reaction. and the blood/sweat could also probably have a similar mechanic.
jiggle physics too
 

juliusxcix

Well-Known Member
as someone said earlier, i also think the breakblows are adjustable. probably like a low-hitomi’s reaction, medium-the guy’s(i forgot who was in the video) reaction and high-the original reaction. and the blood/sweat could also probably have a similar mechanic.
jiggle physics too
i wont lie, i prefer how the game looked when it was announced. it was darker and way more grimey. it looked cool and harsh. i really hope they didnt tone it down the way we’re being shown. the stages are already a lot brighter than before. i want it to look cool instead of it looking.. mm idk the word. but like soft and pretty. ya i dont want that.

i preordered the deluxe bc imma support regardless but yeah.
 

KasumiLover

SovereignKnight_
Premium Donor
i wont lie, i prefer how the game looked when it was announced. it was darker and way more grimey. it looked cool and harsh. i really hope they didnt tone it down the way we’re being shown. the stages are already a lot brighter than before. i want it to look cool instead of it looking.. mm idk the word. but like soft and pretty. ya i dont want that.

i preordered the deluxe bc imma support regardless but yeah.
Ya may wanna combine your posts so you don't get in trouble for double posting <.<

But yeah I agree I liked the much darker, depressing vibe the game had in the beginning(but then again I'm drawn to anything dark depressing and I like to make things seem darker than what they actually are xD). I think they have that darker vibe in certain stages like throw down and the road rage(that stage is my favorite darker stage atm) and the zero lab, but they're trying to balance it out with more light hearted stages like the DOA Coliseum and the Unforgettable stage which is more fanservice since it's giving veteran player nostalgia while giving newcomers a taste of older DOA stages.

And the soft and pretty look is just more or so because DOA6 has great quality character models and such so far unlike other current gen games besides SC6 xD
 

crapoZK

Well-Known Member
Standard Donor
it's not even that deep, but it would be best to fix it before people start crying.

character's legs always go through the floor because of how low they are to the ground while still in the airborne state. It's been that way for a while, it's just now the stage floor is transparent so you can see it clearly. We just don't pay attention to it because we're playing the game when it happens.
 

KasumiLover

SovereignKnight_
Premium Donor
it's not even that deep, but it would be best to fix it before people start crying.

character's legs always go through the floor because of how low they are to the ground while still in the airborne state. It's been that way for a while, it's just now the stage floor is transparent so you can see it clearly. We just don't pay attention to it because we're playing the game when it happens.
Plus it's always happened even in DOA5 with the lab stage since it also has a transparent glass lense floor xD
I don't think it really needs a fix since Nyo's wings, hair, and long cloth will always clip in stages no matter what unless TN uses that Itagaki no clip magic tech he used in DOA2-2U(In those games hair and even cloth just sat on the ground and never actually clipped in the floor which I found cool)
 

juliusxcix

Well-Known Member
i might be SUPER late but its too far to go back. but did anyone notice helena’s ponytail fell out after kokoro’s power blow thing. was it an editing mistake or do yall think they added destruction to hairstyles. (ponytail —> loose hair)
 

Tyaren

Well-Known Member
Standard Donor
it's not even that deep, but it would be best to fix it before people start crying.

character's legs always go through the floor because of how low they are to the ground while still in the airborne state. It's been that way for a while, it's just now the stage floor is transparent so you can see it clearly. We just don't pay attention to it because we're playing the game when it happens.

The game could do with some inverse kinematics being applied:

ygO4je.gif


It's not that of a novel technique either, lol.

potakuikfi.png


1.png
 
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KasumiLover

SovereignKnight_
Premium Donor
i might be SUPER late but its too far to go back. but did anyone notice helena’s ponytail fell out after kokoro’s power blow thing. was it an editing mistake or do yall think they added destruction to hairstyles. (ponytail —> loose hair)
Yeah I been noticed that, they already had added destruction to hair since in Nico's trailer when Bayman hit her, her stupid hair accessories came out and her fringe covered her eye fully without them. I think they got that idea from SC6 since in that game hair can be undone and cut short/become messy if you suffer a high level lethal hit. Hopefully that happens to Kasumi since I feel they hinted at it when she undid her ponytail in DOA5
 

crapoZK

Well-Known Member
Standard Donor
The game could do with some inverse kinematics being applied:

ygO4je.gif


It's not that a of a novel technique either, lol.

potakuikfi.png


1.png
Changing the way standing on slopes, steps and rocks looks is cool/realistic and all, but I want consistent hitboxes dawg lmao

If we apply inverse kinematics to a consistent launch animation based on height it -could-..... -could- fuck up combo consistencies/overall balance. Shit will start whiffing because we wanted Rig's legs to be up in his face mid combo just so that his feet don't go through the ground. To stay safe, in this case we may have to keep the clipping, but if we can apply this method to regular slopes and stairs when in normal movement and idling (I think it already is, not sure) it would be blessed. Oh, and just not have clipping on hair and clothing at all.

I know we want the game to look the best it possibly could, but this is one "issue" that doesn't need to be changed imho.
 
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N1ce Dreams

Well-Known Member
Changing the way standing on slopes, steps and rocks looks is cool/realistic and all, but I want consistent hitboxes dawg lmao

If we apply inverse kinematics to a consistent launch animation based on height it -could-..... -could- fuck up combo consistencies/overall balance. Shit will start whiffing because we wanted Rig's legs to be up in his face mid combo just so that his feet don't go through the ground. To stay safe, in this case we may have to keep the clipping, but if we can apply this method to regular slopes and stairs when in normal movement and idling (I think it already is, not sure) it would be blessed. Oh, and just not have clipping on hair and clothing at all.

I know we want the game to look the best it possibly could, but this is one "issue" that doesn't need to be changed imho.

This could be one of many reasons why TN hasn't gave us many videos, they want the game polished more before dishing out more videos.
 

just_me

Well-Known Member
Standard Donor
Pretty sure the games feature inverse kinematics, don't they? There are a bunch of reasonably steep slopes and the feet are firmly placed on the ground and don't float in midair, or are buried in the slope.

I'd say the animation in question uses inverse kinematics as well. It seems to be the normal midair hit animation of Hitomi's 6K, but the knees are still way closer to the body compared to a higher launch. It's just not quite enough, but maybe they think a foot clipping through the ground for a few frames looks less jarring than the model rolled up into the fetal position to avoid ground contact. Either way, you can easily reproduce some feet clipping with her midair 6K in DOA5 and DOA4 and that's not even from one of those super low bound relaunches.
 

deathofaninja

Well-Known Member
Premium Donor
News Team
This could be one of many reasons why TN hasn't gave us many videos, they want the game polished more before dishing out more videos.

I think they've been pretty open about the progress of the game. They are willing to give us many different videos with graphical issues, but it still doesn't stop it from looking much better than Soulcalibur (I like this game) or Tekken.

One thing that I hope they fix is the stream of water on 'Lost Paradise.' To me the water does not look connected or meshed into the dirt at all. Road Rage is so incomplete they haven't shown us anymore of that stage. The first demo we didn't notice belly buttons. The Hiyami part of 'Unforgettable' appears to be incomplete.

Master has been pretty damn open to me, but he will not say a word about Hiyami. So who knows if we can explore that level or if it's just a tree we knock people into. They took time to dedicate a sign to it, so I hope the tree at least change seasons and Bankotsubo makes his noise when you smack someone into it.

I guess the point I'm trying to make is -- there isn't a lot of room for new videos. The game comes out in less than two months. It will likely not be delayed either as they are aiming at February like a deadline that can not be missed.

But like many I am hoping for that extra coat of polish before release.
 

N1ce Dreams

Well-Known Member
I think they've been pretty open about the progress of the game. They are willing to give us many different videos with graphical issues, but it still doesn't stop it from looking much better than Soulcalibur (I like this game) or Tekken.

One thing that I hope they fix is the stream of water on 'Lost Paradise.' To me the water does not look connected or meshed into the dirt at all. Road Rage is so incomplete they haven't shown us anymore of that stage. The first demo we didn't notice belly buttons. The Hiyami part of 'Unforgettable' appears to be incomplete.

Master has been pretty damn open to me, but he will not say a word about Hiyami. So who knows if we can explore that level or if it's just a tree we knock people into. They took time to dedicate a sign to it, so I hope the tree at least change seasons and Bankotsubo makes his noise when you smack someone into it.

I guess the point I'm trying to make is -- there isn't a lot of room for new videos. The game comes out in less than two months. It will likely not be delayed either as they are aiming at February like a deadline that can not be missed.

But like many I am hoping for that extra coat of polish before release.

Many different videos?.. But people are complaining they aren't getting enough(I'm not complaining). So I revert to my previous comment of them not wanting too many videos out there yet when the game will be much more polished In time. Thats just my opinion of course. Having these early builds of the game at events is probably helping out a lot with testing. I think the game visually looks amazing so far.
 

deathofaninja

Well-Known Member
Premium Donor
News Team
Pssssssssst. Miyama. It's Miyama.

oops!

Many different videos?.. But people are complaining they aren't getting enough(I'm not complaining). So I revert to my previous comment of them not wanting too many videos out there yet when the game will be much more polished In time. Thats just my opinion of course. Having these early builds of the game at events is probably helping out a lot with testing. I think the game visually looks amazing so far.

Yes. There have have been many different videos, and regardless of how much is available people will always want more.

I am not sure I noticed it in the reveal, but ash and dirt from explosions is now getting all over the characters in Road Rage. I like it.
 

Tyaren

Well-Known Member
Standard Donor
The glimpse we saw of the Miyama section was interesting. It either was unfinished, because you could clearly notice the very low polygon modelling, low resolution texturing and any lack of detail...

miyama.jpg


...or they are going for the exact DOA2 (PS2/Dreamcast version) look of the stage. That would on one hand be disappointing, but on the other hand it would also be consistent with the theme of this stage: The display of the original sets of older DOAs, which is actually a really cool idea. It would have been great if the DOA1 Danger Zone looked like the original DOA Danger Zone in all its 32bit glory.
 

deathofaninja

Well-Known Member
Premium Donor
News Team
I really do hope that we can enter and explore this stage. Maybe a cameo from Tengu (instead of just a picture) inside.
 
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