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Monster hunter carrying version 3rd
The target is a palm game that does not lose to the home machine quality.
It can be expanded on multiple platforms, especially on PSP, even if it is said that the hardware is being pulled.
[Monster hunter carrying edition] series. This time, we will explore the development process of new works.
Text-Jiu daizhong Shi
Translation trace
Original scanned from cgwolrd2011 subscription
Effective use of art resources in advance
This is the 3rd Generation of popular series. In terms of visual concept, we need to seek new visual senses that previous monster hunters (hereinafter referred to as mh) series do not have. Added the [Japanese] style. On this basis, in order to inherit the [mixed culture atmosphere] That has been throughout the entire series, we need to add the Asian flavor. Make it consciously reflected in the background and Hunter clothing design.
This idea is also applied to the design of monsters, and Lenovo is made through the keywords of [Japanese style Monsters] to discuss the detailed design of monsters.
In addition, the newly launched monster was developed along with the [Monster Hunter 3] (mh3) elements added to the desktop. These are inherited from the full range of monster shapes and actions that appear throughout the series. However, the desktop Wii is used directly as the mh3 data of the platform in this tutorial. It is impossible because of hardware processing capability and capacity problems.
The development team added various methods to solve this problem. For example, in the model, the number of polygon is reduced, and the texture is usually reduced to 256 colors. For some objects with less colors, 16 colors are used, in this way, we strive to allocate the memory to the texture resolution to achieve a large size.
In addition, the animation also boldly reduces the bone verse to suppress memory consumption. In order to reduce the computing load, the exchange model method is used for performance in special effects.
In this way, while optimizing data, we try to achieve the goal of mh3 as rich vision on PSP. In this regard, there is a difference between the desktop and the host. However, since it is a series of works, it will still be visually compared. On the background, the mh3 of the desktop is at the same level, and the screen with little items configured is luxurious, reproduce the texture of Wii functions in other ways and strive to bring it closer to the original atmosphere.
In this way, we can promote data optimization while trying to make mh3 as diverse as vision as the goal on PSP. In this regard, although there is a difference between the home machine and the host machine, since it is a series of works, it will still be visually compared. On the background, the Group sums up the same level of mh3 until the limit is reached, the screen with little items is luxurious, and the texture of the skill on the Wii is online in other ways, so as to get close to the same atmosphere.
In addition, at the beginning of the development, it is said that the memory allocation of each part was re-discussed and combined with the improvements around the exporter,
Compared with the previous [monster hunter carrying 2rd], the available memory is increased.
Take a look at the various creative methods used by the development team.
The photo starts from the left.
Background supervisor. Mr. Micheal
Special Effect Supervisor. Mr. Yu Tianyi
Action supervisor. Mr. Nakamoto
Model supervisor. Mr. Huada Shengji
(These are all Capcom employees)