"Translation" Pokemon x/Y production techniques

Source: Internet
Author: User

Pokemon x/y [Pokemon] Series final full 3D reproduction image Style production techniques complete the series of the original full 3D of this work, in the Palm game console performance and capacity limitations, the Sancen Formula set chart style with Toon shading beautiful reproduction. For the bold imagination of the production of professional staff is a large number of the production techniques, please look. Faithfully reproduce the Toon shading of the set painting    formerly 2D-based [Pokemon] series. The series of initial Pokémon models of full 3D attempts, technology-based game FREAK Inc, model and animation Creatures Inc Two companies have developed in common, including research devoted to 3 years of development time. The visual concept of this work is [the formula setting diagram depicts itself in the game]. Although the previous series has set the image of the pixel to ensure affinity, but the 3D game of this work, how to improve the mapping and real-computer rendering results of affinity has become a topic to face. Also, inPokémon to fight each other [Battle] plus, equipped with andPokémon contact reflected to entertain the [Pokémon-amie (Pokemon friendship System)] The new play, also requires high monomer quality. in order to achieve this, GAME FREAK Inc started with the development of toon shading in the early stages of research and development. Maximum use ofNintendo 3DS unique GPU performance faithfully reproduces the set chart style, using a lot of methods. Variousthe 3D model of Pokémon not only satisfies the aforementioned[Pokémon-amie (Pokemon friendship System)] The quality of the close-up scene, because it is the whole series of materials are highly detailed production, technical group to the development of the last time still continue to compete for quality and draw load. Plus all the pre-made appearances.Pokémon, a lot of new arrivals.The Pokémon was made together. In the light of past works .Pokémon in front of more than 600 numbers,Creatures Inc uses a team of one-month, 90-person systems to produce it. In order to ensure the unity of work efficiency and quality, we have built our own production management system and added many methods to the workflow.  become version 3DPokémon's Reference high-quality modeling and texturing In order to make use of the Pokémon 3D model, the future of the application of Pokémon Association games into the field of vision, the pursuit of 3DS can be the highest quality. Pokémon Model for reproducing the texture of a set chart EachPokémon about 1 is 7,000 multi-side shape, the largest of about 12,000 multi-side shape, as the 3DS game maintained a fairly detailed mesh. Because with the basic battle Show 2 body for the premise made,in multiplePokémon in the [siege], only to show the low loadPokémon debut,part of Pokémon rendering is omitted, and tradeoffs are made to ensure performance. Also,Pokémon using the Toon shading method described above can achieve a rich and colorful texture. Figure a standard crisp texture Diagram B Metallic gloss Feel the performance of the stroke of the set drawing. Figure CThe part of the flame is reproduced by the strokes and impressions of the plane, using normal map to control the shadow, giving the appearance of a flat impression. texture composition of Pokémonthis has become a design using 3 texture, most of whichPokémon's basic settings are color map A, normal map B, shadow map C, size 256x256 pixels, and full color standard configuration for 128x256 pixels. There are also high light applications where there is detail control in the case of using high-light map map D. Because this is before and after the normal map synthesis and then used, reducing the number of texture. Figure E is a real-machine image using these texture. There are also special shading functions, Phong,rim, backlighting and other lighting effects, there is also the use of sphere map,cube environment map, projection Map corresponding gloss performance.   created two versions of PersonasThis work,Pokémon in battle and in[Pokémon-amie (Pokemon Friendship System)] on the same asset, personas use different asset on battles and maps. The model of the battle diagram A is andPokémon side-by-side will not have the quality of vainly disobey sense, deformation of the map used in the Model Diagram B is to suppress the drawing of load model to complete. About the character is also in the eyes to reproduce the formula set diagram to configure, such as combat model of the leg belly of the position, compared to the correctness of the human body construction more attention to set the appearance of the figure matching to produce. The performance of Pokémon with Male and female distinction [Pokemon] Series also hasmale and female respectivelyPokémon debut. Figure AB is PikachuA comparison of male and female differences is made by turning the shape of the front of the female tail into a circle. Figure CD is a four-legged walking typePokémon, Hippo Beastcomparison of male and female differences, this is the same mesh change body color to show the difference between male and female. The Shding method used for proper material performance added a variety of techniques for Toon Shading,ink. Especially shadows and highlights in order to ensure the amplitude of the custom, so that the art of the technique of reproducing the characteristics of various Pokémon become possible. Shadow representation using Light TableIn this work, a shading called light table is used.256x1 pixels ofGray scale Texture as a reference, the characteristics of the formula set diagram of the light and dark boundaries can be very obvious to show the Toon style of shadow. This light table determines the area and proportions of the shadow, the way in which the middle shadow is added, and so on, eachPokémon have their own light table, trying toloyal toset the image rendition. Figure ABC is,Pokémon's formula setting diagram, usually shading,toon shading,light table. Attention under each lightbale of the light and shade of the boundary position, the soft strokes of theEach formula setting diagram turns into a close image. Shadow color that gives the shadow a sense of unity TextureThe shadow is targeted towards the color style of the set chart, which is used to draw the character using texture map B, which depicts the self shadow on color map A. But at this point, there will be real-time shading produced by the part of the Yin and self shadow overlapping parts produced, the related part of the drawing of the extra dark color produces unnecessary complex shadows. To avoid this, when rendering the shadow part, refer to the shadow color Texture of the shadow part to adjust the overall color in advance. Figure Def is a comparison of shading results, which are fixed value decay (no self Shadow),fixed value attenuation (with self Shadow), using shadow color Texture. By using shadow color texue,self the color of the shadows generated by the Shsdow and shading, the unified sense model is drawn. In addition to the special texture, half of thePokémon uses this shadow color Texture. use highlight map to control shadows. As previously mentioned, shading uses a color map, a normal Map, a shadow color Map3 kind of texture, a characteristic of high-lightPokémon, for example, when a particular site often has a shadow falling, use highlight map. However, this is to reduce the number of texutre, to advance theHighlight Mapsynthesized tonormal Map, which introduces the method of saving the information of adjusting the length of the normals. The result of the shadow calculation (brightness) is scaling according to this. Figure A is depicted by the usual normal map map B. Figure C is the final drawing result of the normal map e that synthesized the highlight map map D. and theThe body is also added to the highlight of the former contrast, you can see the latter body color dim, eyes and teeth white become significant. Toon Shading Usage Line map made. In order to achieve high-quality toon shading, the normal information from the special model extraction vertex is made into the tool of normal map used in this work. This is because the details of the construction and distortion of the normal map directly from the actual model will appear directly, not as simple and smooth toonshading as the set diagram. The normal map production process first is to separate the mesh into parts, making the normal map-specific model diagram A. After each component is subdivision, the vertex normal is then transcribed to the actual model in Figure B. Preview function on Maya Check quality chart C. If there is no problem, the normal information of each component is output to texture, which is synthesized by Photoshop. The left side of Figure D is the original normal map to the right is done. Comparison of real machine portraits. The Toon shading Diagram E which has no deformation corresponding to the set diagram is realized. outline handles and animations are implemented with special effects. The outline processing of this work is to complete the animation with post EFFCT after the 3D model has been drawn. use the 3DS GPU while trying to improve quality. 3 kinds of edge to do outline processingThe process of reproducing the outline of a stroke is to make the most important post effect processing in the final image. This is a combination of 3 methods, which realizes the contour line performance without loopholes. Figure A is doing the model normals in off-screen buffer.for Coloroutput, using the normal color Edge as the normal texutre. Where the meat is thick, it gets outline. Figure B is the vertex color Edge,in theThe Alpha portion of the pre-vertex color sets the differential display for each part of the body to be used at the normal edge to Off-screen buffer output to use. Get the overlapping parts of the arm and body, and the normal flattened portion of the edge. Figure C's ID edge is to output the ID value of each material set to stencil buffer for use. You can get the edge that is not too thick for the multi-type and transparent parts of the plate type. Figure D results in the final rendering of 3 compositions. In this way, by putting the various methods of output edge complement the relationship, eachPokémon the various edge compositions according to the material set made by the artist, making the final outline painting.  
using the Geometry shader effectPart ofPokémon, useful geometry shader to do special performance. The body was surrounded by shaky gas.Ghost is one of them. Figure A is the mesh used in the effect (the minimum amount taken from the base modelVertexgenerates geometry shader,particle-style billboard. Take this asStencil draw and 3D model to combine, get the material like Figure B. Corresponding to this, in Figure C made sphere type map with texture, in the correspondingStencilwhere the value is written, the final image is completed. Using this geometry shader method, you can also have more processing load if you have to use particle configuration of a large number of emitter, and there are many advantages of following skinning class. use a fixed line pixel Shader (calculus) to do real-time body color changes.  This is done using a fixed line pixel shader for shading. This depiction processing was all used, in the Battle ofThe effect of Pokémon's body color change is particularly understandable. Figure A->b is the usual state of the texture in real-time processing, the body demonstrates the changes in runtime to perform the demo. At this time, pure color is not enough, fixed pipeline pixel shader color map of the RGB part of the average generation gray scale iamge, and then use any color and his corresponding method. This allows any color change to be achieved.  Animating the performance of personality movementsThis is a large number ofPokémon, showing the fight and [Pokemon Friendship System] of the two colorful animations. Therefore, the conscious work of the efficiency and quality of the unified data production. quality uniformity and efficiency through the auto rigEachPokémon Figure A of the joint and Figure B rig can be seen, because the structure of all the characters are unique, the staff free rig after entering the data correction situation, the staff outside the correction is very difficult. As a result, the basic rig uses Maya's Mel scripting language to construct the automatic output structure. Only use the basic rig can not correspond to the situation, the basic rig outside the production of variousPokémon's unique external rig can also correspond. For the character of the eyebrows, the eyes are switched texture method to exercise, mouth is left and right corner, upper and lower lip, the upper and lower teeth are added joint to control the figure C.  
manually attach each Pokémon-specific action-making. just like each of the aforementionedPokémon have different shapes and tectonic relationships, because motion pattern ABC has its own independent stuff, and the production of this work must be made with a lot of motion. And, in addition to the previous battles, it was equipped withPokémon Interactive Colorful reflection to entertain the [Pokemon Friendship System] Figure D, so the volume also increased. These motion, although available through the Auto rig productivity and part of the physical simulation with template, but most of it is manually attached to the production. It's got a body shape.the existence of Pokémon. The total data of the common Tonghua part is less, because the unified action style requirements are also very strong, no use of motion capture.   Iris Animation with expressive expression Pokémon Black Eyes, a small part of the independent movement, is produced as other elements, using dedicated shader and rigs, with motion designers manually plus or through program controls to attach the action. Figure B is the reaction of the user's input to the left and right eye movement. There are about 200 of thesePokémon realizes this kind ofIris Animation, in the action of the battle and [Pokemon Friendship System] In response to the user's input to adjust the line of sight and other emotional expressions used in expressive expression.  
building a workflow that contributes to the production of independent tools and efficiencies With regard to the production of the Pokémon, we have developed a dedicated and independent tool to achieve the efficiency of the work, and build a workflow that is smooth and co-produced. use the plug-in to perform a true machine preview in Maya. Because the program and art work is completely separate, the plugin for the output on Maya and the same image as the real machine has been developed. Figure A is the look of the actual preview on Maya. The Settings panel on the right side of the screen allows for all parameters to be set and the shader function can be switched. Set content can be used as a preset external file, in the use of the same shadingthere is a Pokémon between. The pixel shader calculation of the fixed pipeline used in 3DS is simulated, and the shader adjustment and confirmation processing do not need the real machine. Through this, the success of work consumption has fallen sharply. Preview Figure B and the real machine picture C comparison, the resolution is slightly different, you can see the picture in general as expected in the real machine appeared. adjust sequence units with unified editorin this work, we have developed a variety of resources, such as landing model and animation, where the occurrence and timing of the runtimeediting results Real-time true-machine reflection tools, masterpiecesSequenceeditor Tools, originally made of effect, for the large number of full resources of this work, carried out effect can also be applicable to the improvement of the universality. With this tool, rework of some work does not need to be converted to output, which becomes efficiently corrected and confirmed. the application of the efficient parallel work management database. for a large number of employees in parallel work can be efficient, this is to build a fullPokémon the Management database for the progress confirmation. Figure A is eachPokémon's Delivery acceptance status at a glance. EachPokémon is Project-based, each model completes the data submitted to the server, the holders press the delivery button to perform automatic data inspection, the immediate completion of the situation is shared. Through this hundreds ofThe production of Pokémon was carried out smoothly. Figure B is a detailed picture of quality management processing, check the contents of the inventory by category, a high-level checkbox, button to check the data more or less and error errors, and then show this result.
 

"Translation" Pokemon x/Y production techniques

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