Guild Wars 2 announces human game modeling more dramatically than the original

Source: Internet
Author: User
Keywords Quality Original
February 10 News, "Guild Wars 2" published a blog about the human race, published a number of role customization and equipment design content.  In the game, the human story is very similar to the original, they unite as a race to survive, the appearance of visual also made a lot of improvements. "The work of the 2 is very exciting and valuable," says Aaron Coberly, role art director. We have done a lot of technical upgrades for this game: natural map, real reflection, reflective of each vertex, new skin material, more polygons ... I can always talk about these new technologies, but it will probably make you bored. I just want to say something that makes us very satisfied with the people and the visual design of the creatures we are doing. "Many of the human stories of human Guild Wars 2 are as much as in Guild Wars 1, but they all unite to survive as a race," he said. Visually, we've made a lot of improvements from the role model of Guild Wars 1, and you can see a comparison of the human females from the two games. Although our tools and skills have been improved, we still insist that the goal of creating fantasy characters is to convey an idealized sense of reality.  In Guild Wars 1, we always try to make players feel that the heroes and characters in the game reflect the beauty and mystery of the world around them. In Guild Wars 2, careers are not visually distinct. Instead, we divide the appearance by weight. For example, if you are a warrior, you will share the heavy armor with the keeper (so far). The advantage of this approach is that you can use all the heavy armor and not just one of the branches.  The slight disadvantage is that your career will not have a unique appearance, but the increased variety and stronger customization allows you to personalize your characters and create your personal characteristics. Character Personalization in Guild Wars 2, we have massively increased visual personalization. Our clothes are now divided into 6 parts: Head, shoulders, tops, legs, gloves and boots. We also added a more than one piece of functionality. Simply put, if your warrior has a jacket, a shoulder, and a helmet, the outfit will replace 3 parts of the garment. This function also supports wearing a whole body of clothing.  Functions like this allow us to design clothes without hindrance, without having to design each part according to common sense, thus making the design more diverse. Guild Wars 2 We have also introduced a new dyeing system to enhance personalization. Kristen Perry the dyeing system.  We have calculated that 6 parts of a person, each of which has 1 or 3 dyeable areas, are multiplied by the total number of clothes we design, resulting in more than 1 billion different combinations. Now, we are optimizing the body and facial modification system. I want you to know that Guild Wars 2 will have facial and body modification functions so that you can pull out the faces and figures you want.  We'll talk more about it later, but believe this is an important part of creating a role.  Armor and clothing designWhen we design clothes for the game, will be as far as possible to the clothing design realistic, so that you wear clothes, you can see the texture of the clothes. Iron, leather, cloth, and a variety of other materials have their own unique texture-you should be able to distinguish between the skin, cotton and silk differences. When considering aesthetics, we try to consider diversity. I know that in fantasy games, the true extent of the need for clothing is always disputed among players. In Guild Wars 2, we want to make clothes look good for careers and make you look more handsome at the same time.  Whether it's a warrior with a handful of metal and leather on his body, or a tank wrapped in iron from head to toe, we want to try to think for everyone-just like the Ituri on the side. I'd like to speak quickly about our view of "sexy" clothes and defense tools. This is a controversial topic in the forum, not only fighting, but also other games. I understand that many people think that the tool should have the appearance of protection: practical, real, and it is best not to have a skin leakage. When it comes to the idea of defense, the original picture concept department tries to balance the two parts of practicality and illusion. We made it look good and useful, and at the same time it looked sexy and had a considerable amount of leaking skin. We recognize the "fantasy" part of the game: if you can summon fire and rain, the clothes you wear should not affect your body temperature: whether you are wearing underwear or a fluffy overcoat. When we design clothes for men and women, make them look good, and do not let them see themselves or other people wear and feel uncomfortable.  I think the Guild wars are doing well in this respect, so we will continue to design clothes with this theory. Guild Wars (left) and Guild Wars 2 (right) people in general thank you for taking the time to look at this stage of the character design. This is a focus on human design, but I can't wait to share Norn design with you in the future Nornzhou. Let's talk about it later! (Digging the shell net)
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