"In previous Diablo games, the high fidelity cinematic story moments were all pre-rendered. That stems from the fact that all these improvements have to work "for hundreds of componentized armor sets, different body types, dozens of unique personas, and completely unique art for five distinct classes (to start)," rather than a single protagonist.Īnother significant change in Diablo IV is that the majority of story cutscenes will be rendered using this rebuilt engine, using actual models from the game. We built a robust character customization system that is entirely new to Diablo and it was a daunting amount of technical character work," Mueller explains. "We made massive improvements to the level of detail, the surfacing of complex materials like skin, cloth simulation, hair, fur, metal, even down to the details of the highlights of the eyes and rivulets of perspiration. The Diablo IV team had to "completely rebuild our rendering engine and authoring tools," and, judging by the screenshots shared in the latest quarterly update, it is clearly paying off. I think the touchpoint being the amazing pre-rendered look from the Diablo III cinematics." We also embraced realism in terms of materials and character appearance. We didn’t want the characters to feel procedural or generic because of these processes. "We wanted to use the latest tools and techniques, but we did have a concern about leaning into ‘realism’ in a way that wouldn’t have that hand-crafted feeling we felt was fundamental to a Blizzard game. "When I think back to the beginning, I think at the highest level, our goal was to make the characters in Diablo IV look as artistic and as hand-crafted as possible using the latest tools and techniques," Art Director John Mueller said.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |