Sin equipment Xrd revelator 3D evolved non-photo true vision

Source: Internet
Author: User

guilty GEAR Xrdthe Revelator 3D evolved the non-photo real visionThe evil outfit series is an amazing visual that uses the same 2D day animation to attract players. Latest Product "guilty GEAR xrd-revelator-", further enhancing this aspect of expressiveness. Following the last special effects article, this time mainly introduces the content of rendering related Japanese link http://cgworld.jp/feature/201607-cgw215t2-guilty.html


improve picture quality without prejudice to playabilityThis "guilty GEAR xrd-revelator-"Yes, is a 3DCG reproduction of the 2D animation visual theme of the fighting game"guilty GEAR Xrd -sign-"sequel. This development began in December 2014 before the completion of the development, in August 2015, the sale of this arcade version, this time is the sale of the Home Machine edition. responsible for the entire series of general managerthe stone Watanabe is so introduced"ARC System Works has positioned it as a new piece of work that has been refined to make a continuation and has been designed many years ago".

Starting from the left, Master Cheng Jia Kantoro, background designer 50 岚忻 and also,General Managershi du tai, technical art bookCun? C. Pure also, background designer Kato, art director and chief animator Ban Hidehiko Nishiyama, background leader Genki, the above are arc SYSTEM works staff.
    Although the visual concept of this work is reproduced as a 2D animation of the screen, but to correspond to the appearance of the animation, to what extent allowed3DCG performance?? From the village C, which is a technical fine artist, it is also understood that the distinction in the previous work is simple, and some parts are hard to limit. In particular, in previous fighting games, the shadow of a character is the same in all scenes, and in this case it will be fed back into the shadow of the game according to the player's 3D allowable range. For example, the role is affected by ambient light without affecting the gameplay.


Within the company's core staff, designers 12 people, 5 programmers. Although the workflow is established in the previous work, but because the background of the story scene in this job is much used for the sake of full 3DCG, repeated changes many times. Main pathKantoro explains that "because in this work, we have developed a new tool for story mode, which is like using an external editor .Unreal the same parameters in Engine3.". Through this tool, you can control the script to complete the background of the event, in order to make the performance of the larger, but also improve the production speed.

The character's drawing is much different from the previous one, which is the reflection of the edge light, the point and the scene environment light on the role. In addition, this role also increased the performance of injuries.
improve quality with edge lightbecause the role of higher light and shadow generation is the same in the previous promotion, there is a gap in the amount of information. This is replaced by a graph to control. Use of edge light technology


Base Texture

Mask for Edge light, stored in the alpha channel of the base texture

Turn off Edge Light

Mask of the Edge light portion (before adjustment)

Open Edge light, the appearance becomes more obvious, more emphasis on the color of the edge light than the actual game screen

Draw the mask of the Edge Light portion (adjusted). The edge light of the hair part is removed.

Turn on the edge light. You can see a dramatic increase in character expressiveness compared to a state without edge light.
reflect the effects of light sourcesThis role is influenced by special effects and the point light source of the scene, which makes the color style change. The point light source is not superimposed into the ambient light source, but the corresponding distance to replace the light source. For example, when approaching a point light source, the ambient light is replaced by a point light source to give the role influence. "The usual point light source is the overlay operation, but it is too bright to reduce the visibility, and to ensure both performance and gameplay, the balance is often a problem" (Ben Village). This addition to the method of color change of the role of the light image greatly increases the authenticity.

Turn off Point Light

Open the point light and open the effect. Typical real-machine screen

Turn on the point light and turn off the effects. It's easier to see the change in character color without special effects.

introduction of injury performanceAs the performance of the PvP fighting game, the system increases the damage performance of the character abrasions in the battle. Scars and grime are performed using decals that fall in the usual state of texture. The damage to the clothing is caused by the destruction of the polygon with a thorn-shaped parts. Controls the performance of the shadow by setting the face to match the direction of the normals. Although the close-up of close-up consider the addition of relatively small, but overall for the outline and appearance of the changes made slightly larger.


Different stages of injury performance, no injuries (upper left), first stage of injury (upper right), injury second stage (lower)

Texture for injury performance

A punctured component that corrects the condition before normal.the shadows produce different settings and have an uncoordinated feel.


After correcting the normals, you can see that the shadows are behaving the same.
The performance of the animation in the screen production, through the addition of 3D parts of the painting performance to achieve "3D painting", in order to enhance the performance of the animation, the new addition of mechanical metal performance techniques.
The stress of mechanical metal expressionThe newly added mechanical texture uses a variety of techniques to reproduce the metallic texture of the animation. The first is textured textures made from ambient occlusion. Use AO to add a rough shadow. Then on this basis with hand-painted to adjust the production.


The usual texture without texture


Use a model without textured textures


Textured texture


Use a textured texture model. The picture is richer than the flat texture model.Next, the metallic gloss "kelp highlights", which mimic the performance of an animation, is also implemented


Kelp High-gloss texture


Model using kelp high-gloss textures. The shape of the kelp is designed to create a texture that adjusts the desired shape of the highlight. In addition, a special high light is added to the Edge section, which improves the texture of the metal.

Only the effect of color


Have high light


With high light and edge highlights


Performance with high light, edge highlights and textured textures
using the "3D painting" screen to makeBecause this series in animation also contains the production of the screen, in the performance of specific expressions and shadows of the occasion, the 1 map of the amount of information control becomes very important. There are a lot of native-looking parts here, and the animator configures the parts on the 3D like a painting. "There is also the use of simulation methods, prepared a large number of small accessories, to achieve the desired picture effect" (ban).

The usual state


Additional needsShadowsParts of parts


A State of Shadow


Part of a smiley part


An example of an emoticon part added
Battle Scene 1The theory of inheriting the new works of fighting games, the background has been greatly updated and produced. There is the camera's rotation in the distance, there is a picture of the awareness of the performance to exert meticulous work.

scene making of fighting gamesThe background of fighting games has certain laws and formats in the history of production. For example, the fish-eye lens and the extreme exaggeration of false perspective, corresponding to the scene information density of the viewing time, with the intention of the vision, medium, close scoll to make a hierarchical sense of the center of the picture, the right side, the left side of the use of different designs and so on. In this case, we will make the battle scene from this law.


Side view of the scene model of the War box


A scene viewed from another perspective. Horizon


The picture on the real machine. Tilt downward from the player's character to the depth of the scene to achieve a perspective-deep view of the scene



The scene model of "Babylon" at different angles


Real Machine screen. The exaggerated performance of the super-wide-angle lens is performed using bending.
the counterpart of the performance cameraThe camera movement that corresponds to the performance when the skill is emitted cannot appear as a component that blocks the immediate picture. In order to avoid this kind of problem, we added the function that let the part not show. A state switch that produces an interfering part or is not displayed, using the UE3Kismet to control.

The range of the scene, hiding objects in the camera's cylindrical range.

Hide range and Hide Object objects

The performance of the camera at other angles to see the state. You can see that the previous object was hidden. In addition to background objects, passers-by characters can also be hidden.


Usually the camera, the central passer-by role can be displayed


When performing a camera, the character of a passer-by background disappears.


The status of the camera viewing from other angles is not shown by the passers-by character. Battle Scene 2 This battle scene, with time passing and round the melee, passers-by and the background will also change. It is full of fun and offers fun to play over and over again.
the performance of passers-by and background agenciesIn terms of background, a performance was added with the change of time and number of wheel background elements. The production is smooth, the first is the background group on the 2D performance planning design, and then the action Group to join the movement, the background group is actually added in the game. This kind of performance is controlled by Kismet, time passes, weather changes, Victory failure, Object object display/not display, etc., through trigger to launch each Sequence called "Round Sequence".

Round 1 (Round1) of the Kismet


Round 1 ofPerformance Designand the real machine screen. Waiting for the helicopter to arrive.


Round 1, after the arrival of the helicopterPerformance Designand the real machine screen. The girl with the big pot came over .


Round 2 ofPerformance Designand the real machine screen. Put the ingredients into a big pot and start making the dishes.


The 3rd round of the show design and the real screen, eating food spectator
configuration of point lights and scene colorsAs mentioned earlier, when the scene has a light source, the character will be affected by this point light source structure. Not only is the color style changes, the contrast can also be controlled, shadows of the dark performance can also be controlled by the point light source. In addition, you can design colors individually for all the roles of the scene. This is the competitive nature of the fighting game, in order to ensure that the visual configuration of the special owner is very strict management.

The scene color of the sphere in front of the scene is the point light source. This is configured in the UE3 scene with actor.

Usual screen

A little bit of light, the shadow of the character is stronger when the fireworks are fired, and the projection becomes longer.


Usual screen


The effect of a little light source can be seen by the side lighting apparatus. Story Mode scene because this is a 2D-based background is generally 3D to create, to build a time-saving workflow. By leveraging UE3 's capabilities, you can quickly make rich content.
Use of resourcesThe background of the story mode in this work is to use the background resources of the combat scene as the center of the machine. The appearance of a beautiful perspective and perspective changes, is the use of UE3Umap Configure resources to make a map.


The background of the battle scene, the story scene framing also take heart, make 360 degree performance.
the background of the story mode. The hut and the mountain of the horizon are the parameters of the background model in the scene of the battle being restored to the correct proportions.
Efficient house-makingThis is a simple framing workflow for making room types because the story mode of framing is fully produced and the hours are overrun. The elements are all rectangular room model expanded into 6 UV to design, create the background of the original. The original package to the external animation background art Company, carefully produced walls, floors, ceiling coloring. Take back the texture to add a sense of atmosphere, affixed to the model. The correction of the unnatural part of the three-dimensional is complete.

Cuboid model


Texture Example

Complete the Model
Zoom for analog view adjustmentBy adjusting the FOV value of the corresponding character's camera, the amount of information in the background can be complemented, and there is an intention to not draw the case. To create the desired image, add bones to the box's model and adjust the viewing angle according to the lens to zoom and stretch the background. This method combines the roles and backgrounds of different framing ranges to create a picture.

Standard screen

Example of scaling a near scene


Example of zooming a scene in the distance


Real Machine screen. The camera angle of the character is very narrow, but the background is a wide angle lens.
Story Editorabout the story mode of the lens production, because the previous work is based on script to edit a lot of effort. This work has developed a dedicated editor that drastically reduces working hours.

The story editor's UI, with its rich functionality, can be done on the editor. The game controller can also be controlled.


Adjust the function of the bones, read the desired posture from the landing posture, and access the bones on the editor to edit.


The correction function of the appearance, the shadow with the color and the light source hit the part can have the individual color information, may match the scene to add the color


Attach function, can be corresponding to the role of attaching 2D animated pictures of object objects, because ignoring the 3D space configuration, can make a more 2D performance.






Sin equipment Xrd revelator 3D evolved non-photo true vision

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