The image below is where I’m adding image data onto raw polygon. You’ll also need more than that if you want something more detailed… However, the polygon count for the PS4 is approximately 100,000 and it needs about eight types of images. The polygon count for the PS2 was a few thousand, so only one to two types of images were necessary. In basic terms, the process involves pasting the images onto polygons, but the number of polygons and images increase each time a new generation console is released. I get absorbed during this process, refining the character model bit by bit. I create it digitally like I would knead clay. Next is the part that is the most fun: I work on adding details on a high quality model. It is difficult to regress 3D models these days, so it is also necessary to design the data while looking ahead to the impact that it may have on the project in the future. Is this silhouette going to be final? Is it created in a way that the animators won’t have a hard time animating? How many bones will it have and how will we control the parts that will move?ĢB was also a character that would become the benchmark for the project, so I had to think about the basis for body proportions and modelling, designing the shader, and even the cost associated with mass production, all while creating this rough model. When we mention a rough model, you may think that it can be very rough, but this is actually where I have to tax my brain quite a bit. I then had our game director Yoko Taro check the model as well and received a “great!” from him! I had referenced many things to create this model, such as games that Yoshida-san had worked on in the past (the character models for Final Fantasy XII are amazing…). I believe it took me about one to two weeks to create this rough model. This was my first job since I joined the NieR: Automata team. I love it.Īnd this is the rough model I created. Yoshida-san’s tastes were clear to me through the images I hid in the above image (don’t worry, they aren’t weird or anything, they’re just reference images I can’t show), and with that, I understood what he was looking for without even talking to him. I first began by creating a rough model based on the rough design I received from character designer Akihiko Yoshida. Implement into build as a model to be used in game.Create high quality and precision modelling.Predict overall form and its final image with a rough model.Generally speaking, character modelling follows the flow below: I would like to show you that the process isn’t as simple as changing an illustration into 3D. Hello! My name is Hito Matsudaira and I’m a character modeller for Nier: Automata.ĭoes anyone famous in particular come to mind when you think of a character modeller? No one comes to my mind – character modellers rarely come out in public these days! Fortunately for me, I was given this opportunity so I would like to explain what kind of thoughts I had, and how I modeled the character 2B using some in-progress images of the character.
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