You sold jackets with DMC 5, is this the first time you designed real-life clothing for a game? I think there's no higher praise when we've made great pains to do something special, but players haven't noticed because it's replicating something that just happens naturally in real life. Being able to change different things with shaders makes materials appear more natural to the player. ChromaFlair can't be rendered without shaders. As a rule, light reflects off of materials based on how smooth or rough the surface is, but there are some materials where light seems to pass through them. The biggest benefits came with being able to utilize multiple shaders to render different materials. What are the benefits current gen consoles and technology offered compared to working on previous Devil May Cry games? What is your favorite piece of clothing designed for DMC5?Īlthough I love all of the costumes, I think my favorite piece is Nero's coat – there are just so many ideas that went into its design, as previously mentioned. He's also conscious of his right demon arm, and doesn't want it to stand out, so those hooks are designed so that he can easily use them with his left hand. On Nero's coat you'll notice he has these hooks near the top - this was so it would be easier for him to equip his Devil Breakers from the holster that carries them around his waist. We paid careful attention to what kind of clothes they would choose themselves - what would they consider wearable? The biggest inspiration for those two characters came from how their personalities have evolved through the Devil May Cry series. What were the inspirations behind Nero’s outfit & Dante’s outfits? The textures are all at a resolution of 2048 x 2048, and they represent albedo, alpha, metal, roughness, normal, translucency, occlusion and subsurface information.įor the cutscenes, the facial models used 480 blend shapes to provide the highest fidelity facial animation we were capable of at the time. The coats alone are about 35,000 polygons. The final mesh data is about 170,000 polygons over the whole body. Those details are then "baked" into the textures, which are applied to lower density meshes to make the character less computationally intensive, but look just as good. On average, how many polygons make up a character? How many polygons go into the clothing?įrom a technological perspective, first we would create highly detailed, high poly mesh data for each character that would be over 100 million polygons. That angle isn't optimal for durability, but for that element we put priority on giving the costume a silhouette shaped like a “V”, which may or may not be a somewhat Japanese-centric preference. There are some parts where we prioritized design over reality, however, such as the angle on the zipper on Nero's chest. She then created all of the costumes from scratch. Then when it came time to actually create the real life costume, Maddy gave her advice, which helped us tune what portions should provide mobility, where the stitching should go, how much material would be required, etc. Something like what a fire fighter would wear, and it would probably be coated in oil so it wouldn't be damaged when wet. With that in mind, we thought he'd use non-flammable materials like leather. So, for Nero for instance - he's the type that has a rambunctious personality and dives straight in to situations. We started by theorizing what kind of materials each character would utilize based on their personalities and how they would behave. "Thanks to the scan process, however, we're able to capture the textures as they appear on the real life models and costumes, so there's no need to create the models or textures and then align one with the other." "On previous titles we would have to create these realistic looking textures manually, one by one," Koki Kinoshita, art director on DMC5 tells us. For Capcom, it provides them with the ability to give in-game characters further individuality and personality during the creation process. Thanks to the power of next-gen hardware ( Xbox One X, PlayStation 4 Pro), developers are now capable of creating more in-depth and life-like designs and vanity items. With positive reviews flooding the Internet, the latest installment, Devil May Cry 5, improves upon all those elements while also diving deeper into avenues like fashion as a tool to help flush out the games characters. Its captivating storytelling combined with outstanding combat styles and exciting characters keep players coming back for more. Since 2001, the Devil May Cryseries has become one of the most successful video game IPs in the action genre.
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