[quote name='MJP' timestamp='1318659484' post='4872759']Their GI looks great, and I don't see why anyone would downplay that. Getting a realistic GI bake and coupling it with balanced materials is a lot harder than it looks.
Yes, absolutely, but like I said earlier, that doesn't represent any new technology, just good artistic decisions.[/quote]Simply having good artistic directions isn't enough to get realistically balanced materials -- it requires R&D on the tech side too.
For example, if you're using lambertian diffuse in your BRDF, your angular falloff is going to be
completely wrong (something art cannot fix) due to (
e.g.) not taking microfacet inter-reflections into account, among other things. If you don't even know what BRDF you're using, then no matter how good your art is, you'll never be able to perfectly match photo-reference for all viewing/lighting situations. Or if you're using blinn-phong for specular (
or worse, plain phong), then your highlights are probably just guesswork, which will never look quite right. Does your specular function take a
micro-normal distribution into account? Is your art based on real-world refraction-indices/reflection-coefficient measurements? Are dielectrics and conductors shaded in the same way? Is your BRDF normalized and energy conserving?
If these kinds of questions are unanswered in your renderer, then even with the best artists, you won't be able to reproduce the real-world physical interactions of light and material.