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[CEDEC2023] The character model artist of "FINAL FANTASY XVI" reveals the ingenuity to move huge summons and high-definition characters in real time
On August 25, 2023, the "CEDEC 2023" game developer conference played host to a session titled "Behind the Scenes of the Production of Summoned Beasts and Character Models in FINAL FANTASY XVI."
During this session, Kazuya Nanjo, a character model artist from Square Enix's 3rd Development Division, and Atsushi Sonobe, the lead character model artist from the same division, took center stage to delve into the intricacies of character modeling and summoned creature creation for the PlayStation 5 title "FINAL FANTASY XVI" (hereafter referred to as FF16).
The Focus on FF16 Character Design
The session opened by spotlighting the key aspects of FF16's character design. Three primary elements were highlighted: "Visual quality befitting a numbered title," "Realistic textures with FF-style modeling," and "Avoidance of pure photorealism." Nanjo explained that while FF16 initially embraced a more serious world concept, there was a need to ensure characters were designed for deep performances. Striking a balance, they retained FF's essence by adding fantasy elements and retaining a distinctive visual identity, rather than aiming for total photorealism.
Nanjo emphasized the constant focus on art design and avoiding the creation of models solely for cutscenes. The team maintained a clear connection to the initial concept art throughout production, even incorporating tools like Marvelous Designer for realistic cloth simulation. FF16's character models, spanning both gameplay and cutscenes, were purpose-built to function in real-time, aligning with the project's philosophy of maintaining real-time gameplay throughout.
The Production Process Unveiled
The session provided insights into the character model implementation process, revealing the initial use of a block model as a preliminary step to facilitate seamless integration into the game. Special attention was paid to the implementation of summoned beasts, particularly their colossal designs. Techniques like "pattern models" and "tiling textures" were detailed as methods to maximize detail, with specific instances such as Titan's crystal formations highlighted.
Tiling textures were employed to enhance the texture's finer details, effectively resolving capacity-related issues. Intricate patterns combined with large tiling helped achieve a balance between material texture and cracked surface expressions, ensuring visual variety. The presentation also showcased specialized animations and shaders for attributes such as fire, metal, and cold, as well as techniques like subsurface scattering for creating transparency and enhanced lighting effects.
The meticulous design philosophy was showcased in various aspects, including eye shaders, hair modeling, and expressions of dirt, wetness, and even blood. Tools like CharaEditor, Marvelous Designer, ZBrush, and Substance 3D Painter were employed for intricate detailing and creation of cloth and leather costumes.
Nanjo concluded by highlighting the innovative solutions applied to character model production in FF16, noting the successful realization of their vision for depth and expression.
Throughout the session, attendees gained an unprecedented glimpse into the craftsmanship behind FF16's character models and summoned creatures, reflecting the team's dedication to both artistic integrity and technical excellence.
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