such as Dragon 0

Source: Internet
Author: User

A place like the Dragon 0 oath

This generation of home machine re-depicted in the city of Jimbocho the world of [the violence of the Golden Woman]This is the first time series in the game depicting [such as Dragon] prequel works because it was the first time that PS4 was portrayedThe work of the studio-cho, which is the gorgeous and messy mix of the economic bubble period, completes the new discoveries and fresh qualities of the player.


pre-made 1.5 times times the amount of resources and the highest series of graphsThe development of this is started in September 2013, began formally in March 2014, the company's development team of a total of 150 designers, background 19 people, props 4 people, the role of 13 people, action 20 people, sub-mirror production 12 people, special effects 3 people, UI14 people rose to more than 80 people. The total amount of resources raised to the previous [such as the Dragon Restoration!] ] of 1.5 times times. It is completed with a development cycle of about 1 years, with a variety of production methods. The authoring tool is the same as it used to be, modeling and animating rolesSoftimage, background and prop making using 3DS Max, a variety of built-in tools combine to make productivity work. As well as the previous work, this is also a decision to PS4 and PS3 two platform sales, with the quality of the boundaries of the respective specifications to build the workflow. Model basically two platform is common, make conversion when texture automatic scaling tool to efficiency, and the role and background model display matching hardware to optimize and so on, repeatedly adjust the memory limit, to ensure the highest quality of their platform.
This is a depiction of the works of the oldest years of the [Dragon] series in the background of the 1988. Reflecting the prevailing social conditions [the violence of the Golden Woman], the young characters and the landscape of the gorgeous chaotic economic bubble period were depicted with high-quality visual PS4 specifications. Based on detailed information collection, cigarette butts littering the unique sense of filth of this era, the advertising department of fluorescent light temperature high texture and the old font, meticulous reproduction of the atmosphere at that time. The pursuit of a series of the highest graphics in the bubble economy era of this work, look at his developed interior bar.
efficient production of large numbers of characters with stable quality in this 1 frame, PS3 also shows 50 people, PS4 display 80 people, here at the same time to achieve a wealth of character changes and high-quality model production

Basic configuration of the role model
HeroThere are two models of Tong Sheng, the model of the Cut Scene is 19,000 multi-side shape, Texture 1024x1024 Megapixels, the game model is 16,000 multi-edged, texture is 512 pixels. The total number of texture plot and game total 43 photos. The difference between PS4 and PS3 is that the number of polygons is the same, and the texture uses half the resolution. Figure A is the final game with a full body model, Figure B is a zbrush-made head carving model, figure C is a re-topological completion of the polygonal model. Figure D is the completed head model. About the role of co-operation, put himself 3D scan (Figure E), it is done in Zbursh adjustment (Figure F), on the Softimage topology model (Figure G), on the real machine for texture adjustment (Figure h)


the composition of the texture that gives authenticityof thisTong Sheng used texture composition and [such as the Dragon Restoration!] ] are basically the same content. The face is made up of figure A is skinshader used, figure B diffuse, figure C specular reflectance multi map D is the normal map map e wrinkles with normal maps. About the figure F~j is the use of clothing, in order to maintain the resolution of the pattern made of, to repeat it, in close-up description can also be competent. K~m is the use of hair texture, with the pursuit of better quality of the hand-adjusted polygon to arrange, will not overlap the fine production of each other. Figure NQ isTong born hair with texture, not only mask, beard color uneven diffuse also prepared.


efficient system for generating passers-by charactersA variety of appearance of passers-by role, is considered to reflect the symbol of the generation of the set of bubble period of Japan to design production. This basic structure is the same as the predecessor, the facial, the hair, the body (upper torso) changes in any combination of 1 characters and real-time generation (Figure B). Texture Material Color that specifies the respective combination of diffuse color for the body's appearance through texture changes and details. There are also jewelry classes also do in the body part, through flag can open/concern exchange. And can not be all automatically generated, but also through the designer corresponding to the scene of the system, to ensure that the appearance and easy to make a change of rich passers-by role.



complete body and face (facial) animations This is a beautiful action and a human overflow story part, karaoke and women fighting, musicians playing scenes and so on, demanding complex and difficult animation
Rigging Setup with character-rich expressions and a sense of modernityThe rigging for each animator's handy custom setting uses theModule_rig_manager, by switching to the basic rig,fk/ik of this,Reverse Foot,soft effector can be turned on/off separately. This custom information can be validated on the tool and is very effective when data is inherited. There are 18 bones to prevent mesh flaws, and the movement of basic bones such as the wrist and chest can be controlled automatically. The rig on the Softimage can be reproduced on the real machine and controlled by the animated data, respectively. Figure A is a custom rig, figure B is the economic bubble era of the suit-specific shoulder-controlled skeleton, and other movements will not let the shape of the shoulder to create flaws, about the face, in order to enrich the expression of the performance with the preparation of 48 bones and a maximum of 82 face Target (sports skeleton to make) role. And this time, in order for the expression to be able to match character character, the movement of the skeleton is also the character special action, only facial target's mixed value common. Figure C is the position of the red node on the Softimage, the rotation of the animation keyframe to adjust the state of the settings. Figure D is,Tightenwith this set up, the face rig is used to roughly adjust the facial condition on the actual sequence.


can automatically generate pedestrian movements of the Action conversion Settings toolIn the past, the action-setting tool used by the works is the tool of automatically generating the character action according to the AI's corresponding scene, and all the passers-by characters are controlled according to this, first make the action data used by each action, based on the node setting the influence of the bone and the mixing time of the action conversion. By assigning animations to the parts of the body, the complex motion of matching environment is generated. Figure A is a generic general male conversion diagram, the derivative action is particularly numerous and complex, and figure B is an example of an auto-generated action, which can be seen to make a variety of character movements.



Motion capture Professional musician's action reproduction performance sceneAll the actions used in the cut animation are based on motion capture. In particular, the band's playing scene, as shown in Figure A, enables studio musicians to act as actors, reproducing professional improvisation techniques and performance scenes in the game. Animation capture does not include the action of the finger, based on the capture of the video to reproduce the animation, in order to let the 2nd joint can match the melody to capture, take full advantage of the action of the wizard, figure B is to use Softimage Read capture data adjust the state of the animation. Figure C is the finished real-machine picture.

SEGA Motion Library with all actions centrally managed on the serverThe SEGA Motion Library is a resource repository for efficient use of past assets and a tool for simple retrieval and previewing of animated actions on a Web browser. 2011 trial run started, to April 2013 [such as the Dragon Restoration! ] and [The creation of the World Club] in the development of the formal application, about the tool, the game has accumulated a large amount of motion data with a simple visual use of features, the display of thumbnails and magnification can be set freely. The action of the mouse pointer is toggled in FLV mode and plays instantly. Figure A is the UI of this tool is easily color-coded, the red part is the Cho Yiu Chuen animation display, the cyan part is the yellow part is the catalog display screen, the green part is a variety of convenient tools, the yellow part is the label Management screen. Figure B is an example of an animation of [Heat Action] shown in 60 scenes. This screen can further show the type of character and action.



@ Time of Slew と total (KO expression slew える@ ps4で めて stroke かれた ps4のスペックで, cups, されたバブル period of the street, は くのシエ, ダやポストエフェクトによって は the day foliage, the としたリアリティのある scenery sightseeing, Night は sorrow のある bright rainbow やかな scenery able.PS4 with time to change the appearance of the first drawnHanshin-machi PS4 's specifications made the landscape of the economic bubble period, through a large number of shader and post EFfect, showing the daytime clutter and natural landscape, as well as the beautiful scenery of the night sadness.
the reflection of water and the technique of real surface texture performanceThe glass of the water and convenience store, the reflection of the body using the reflection of the screen space, based on the framebuffer drawing results, the calculation of the drawing partsight ofthe intersection of reflection vectors is a dynamic reflection rendering technique. Improve the overall quality of the picture. Figure A is not using screen space reflection, figure B is used. And the great waters of the heavens are called [Flowwater], using a reference-specific photo model to draw the system,The parameters of the Flowwater are very rich, the height of the wave, the size of the water, the color of the transparency, refraction, reflection, water surface and the difference between the background of the processing can be detailed settings. also haveThe flow of the Tokugawa River slows down and changes the direction and flow rate of the flow according to the location. Figure C is usedFlowwaterj Set the condition of changing the surface texture, figure D is the parameter setting item.



signboard Shader of billboards with varying time bandsLamps, lighting photographs, windows and other objects that must be illuminated at night, are usedsignboard Shader. Through this, glare andThe emissive value corresponds to the time band to adjust and change, eliminating the time zone to set different parameters of the effort, but also to prevent the responsible person set the deviation of the parameters. Also, according to a certain rules named map can automatically switch according to the time, like the night billboard inside the fluorescent light through the diffuse Texture, and tents within the beam through such a diffuse Texture switch, showing a simulated transmission. Figure A isSignboard Shader's summary, 1 shader show the streets day and night different faces. Figure B is the condition of the 3dsMax configuration. The numerous configurations of billboards and posters reproduce the look of the bubble period. Figure C is the texute of the billboard used in the weather, figure D is the night texture, in the inside joinfluorescent the same light as the lamp.



Neon Shader to reproduce the fluorescent lamp animation symbolizing the economic bubble period    The expression of the light animation of an indispensable fluorescent lamp in the economic bubble period, using the calledNeon Shader Shader (Fig a). In the basic diffuse map application as the multi map of specular and reflectance, by expressing the color style of the light the addition of the texture andINtensity Map to adjust the addition strength andemissive. One feature is that each map uses its own Uvs, and the animated display of the neon tube of light and shade is controlled by scrollingThe glowing state of emissive's texture is made into a very complex animated template. Figure B is a 3dsMax shader setting screen, and the respective custom map setting items are later applied.


visual effects that detail is also made in detail Mirror Ball's reflective effects with PS4 specificationsThe 80 's the most indispensable disco performance is mirror Ball's light reflection performance, using post-processing effects [discoball] to achieve. This special effect is to use the depth and normal information drawn in the framebuffer to the light projection, with the light source texture to display the mirror ball around the light source information, through the mirror texture to draw mirror Ball's mirror state (size, normal). The actual draw is, [draw pixel 3D coordinates]->[mirror Ball's small piece of reflection]->[light source texture] order to perform the light calculation and calculate the light source that this pixel is irradiated. This calculation refers to the 2 texture sample to reduce the load of the drawing, to achieve a reflection of the full impact of the rich performance. Because of the corresponding increase in the drawing load, is only in the PS4 version of the effect of implementation. Figure A is no mirror ball effect, figure B is a special effect


updated heat Aura via flow mapThe new flow map method is used to create the Aura special effects (Figure a) and the heat of the transitions. This is, the RG channel of the basic map set the direction of the U Direction v speed information, can slowly distort the texture function, foreign used to make ocean and river fluid performance, and this is used in the distortion and special effects of particles. Figure B is the result of the 2D container velocity calculation for Maya fluid, which is texture as a flow map (Figure C) and is implemented as a texture sampler of particles. Figure D is what the test map looks like before using the flow map. Figure E is after using the flow map.


food texture and light with an appetiteThe cuisine of the dining scene is a display of the necessary props in the story. For this cooking, add the fine details that you can see. On the steak, it is on the plate, tableware, food on the separate configuration point light source to achieve texture improvement, further with post-processing and color correction to increase the degree of red. Figure A is a state with no separate illumination and color correction. Figure B,c is added after the two. The texture of the tender flesh was visibly seen. The performance of Oden, radish and konjac and other ingredients, using skin Shader (simulated SSS), which uses the main characters ' skins texture, to show the penetrating of simulated light and enhance the sense of appetite.


true reproduction of drinking performance [Glasswater]such as the Dragon series of daily drinking scene is also indispensable. The fluid animation of the wine poured into the glass is the function of [Glasswater]. This feature is used extensively in stalls or nightclubs for drinking, in-game and in-the-box scenes. The basic structure is to use the [depth information of the glass] and [water parameters] information to draw the liquid poured into the container. [The depth of the glass] is a glass model in a dedicated render target reversal drawing to generate, [water parameters] are the glass volume and the position of the glass to move the corresponding lens parameters to determine. The shader of the liquid drawing is, the [glass depth]+[water surface parameter], in the pixel shader in the following 4 kinds of state judgment, carries on the appropriate drawing. The inside of the glass, water-①, ② Glass, near the surface of the water--glass cup inside the ③ glass, the surface of the water, the back ④ is the above 3 kinds of (do not need to draw). Figure B is the parameter setting screen of the glass water, the refraction of the side part of the Cup, the reflection of the water surface, the liquid and other physical behavior can be set.

The main body of this work is [money , women, violence], the emphasis on this element and the preparation of visual effects, improve the scene and the game of the whole quality of the works.
banknotes and coins fly, symbolizing the performance of the money     In this case, the enemy of the battle hp 0 falls, there will be corresponding to the actual amount of banknotes and coins with the character of the drop setting. Because this requires a lot of drawing, it becomes a unified draw in 1 draw call. Banknotes have 1000 yuan, 5000 yuan, 10000 yuan respectively, the structure of the skin model deformation with two bones (figure a). And this method can also be used in the fluttering flyer that the character crosses. Coins have 10 yuan, 100 yuan, 500 yuan 3 kinds, using a close-up is a cube, the vision is a flat mesh (figure c,d). The side representation of the thickness portion of the coin is achieved by cross-determination of line of sight in the pixel shader. This suppresses the drawing load that is increased by the fixed-point number, and in the calculation of the pixel coverage, the alpha value is used to control the jitter of the high light when the vision is very small.


use the subtract point light source to improve the quality of the cut animation. The cut-off point light source is used in the scene of this work, which simply means "light source", which is a light source that needs to make the dark space that the light of the position is obscured. Using the same method as the usual point light is just the opposite of the result, the position of the light source with the decrement point becomes darker. Figure A is not using the decrement point light source B is to let the character shadow to darken the side of the performance, using the impact of the table around the reduction point light source state. And this feature is more than just dimming, but it can also add color. Figure C is to adjust the color style of the light source of the subtraction point, so that the right side of the abdomen becomes red and black, showing the bleeding after the attack.



specular threshold and street lamp flare for improved street atmospherein order to make this real street landscape, the use of the street lamp flare performance, depth of field, Ssao and many other post-chef effects. One of the parameters of depth of field is the specular threshold, which is the function of easing the high-brightness object's darkening in the depth of field effect. Through this, a small light bulb on the deep side of the screen and a billboard's saturation can also be seen. Figure A is the state of the depth of field only, and Figure B is the state of the specular threshold descent, and figure C is the setting of the depth of field parameter. In addition, the flare of the street lamp is also a factor in the promotion of the street atmosphere, adding color to the dark side of the previously close-to-average empty part, and the atmosphere of the street is displayed. Recently deformed lens (Anamorphic LensThe style of the cross-direction flare of the game is compelling, this is intended to reproduce the 80 's in the Japanese film and theatrical style. The method itself is through the use of particle effects billboard, through the deep street lamp flare glow, near the trees and other contours of the amount of information increased, through the difference in color is also beneficial to the street differentiation. Figure A is no street lamp flare, figure B is a street lamp flare.


such as Dragon 0

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