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Guilty gear xrd shader
Guilty gear xrd shader





  1. #GUILTY GEAR XRD SHADER SOFTWARE#
  2. #GUILTY GEAR XRD SHADER PS4#
  3. #GUILTY GEAR XRD SHADER PS3#

I'm sure the freedom to always be able to tweak anything you want instead of redrawing it and not worrying about the 2D resolution of characters is immensely beneficial but I'd be interested to see if they actually cut down on time requirements to, say, fully create and animate one character. I wonder how much more effective did they really get by transfering to 3D. I'm far from anything nearing an expert on these matters but it sounds like they've managed to pull off this high quality cell shaded look with some tricks, huge amount of painfully and manually tweaked details and a lot of work. For the same reason, the textures feel a bit unoptimized since they could've probably saved a lot of texture space because of the one color surfaces, but it looks like they still need a fairly high resolution texture simply to have sharp enough details and lines. I suppose they couldn't really get away so easily with the line aligning if the characters didn't have clear colored surfaces. There's a lot more in the video, so you should definitely check it out if you're interested.Many thanks for this! Some of the stuff they're doing sounds pretty painful, like adjusting the local light source of every character on a frame by frame basis or making sure all inner dark lines are axis-aligned in the texture.

#GUILTY GEAR XRD SHADER PS3#

Shader and polygons had to be toned down for the PS3 version though. It’s interesting how some of the newcomers from the previous game Guilty Gear Xrd Revelator didn’t make the jump to Strive as well.

#GUILTY GEAR XRD SHADER PS4#

Maintaining 60fps on PS4 was done easily as the shader is not very resource intensive. With a limited roster at the beginning, it’s evident that some notable characters from the Guilty Gear franchise haven’t made the cut as of yet from the time of writing. The Q&A also touches on a few topics that weren't highlighted in the main talk.

guilty gear xrd shader

YOU ALSO GET 'FIXY', a 3D model you can use to study and apply the techniques we've seen through these series. The model, textures and rigging is done by the same person. The Guilty Gear style shading series in Blender's part 4 will review the changes between Guilty Gear Xrd and Guilty Gear STRIVE as well as important techniques to stylize facial posing and shaders. The character models took 2 months of work and animation took another 2 months. In the Q&A Motomura said there were around 4 3d modelers. He says the style could have been done years ago, but it was the artists' intentions that pushed them to do it along with "the right staff in the right place". The techniques they used are not new at all and there was "nothing innovative technology wise". This allowed them to not have any unintentional shading problems. The artists manually modified the vertex normals on the character models so that they looked good from any light angle. Character models are around 40k triangles. He mentions "intention" a lot throughout the talk.

guilty gear xrd shader

This required a very handcrafted approach from their artists when it came to creating the character models as well as animating them. They wanted to make it as 2D as possible. There's lots of good stuff in the talk, but some things that stood out to me personally:

#GUILTY GEAR XRD SHADER SOFTWARE#

There's lots of technical information in here on the process of creating the character models, getting the cel-shading right, animation as well as some live demonstrations inside the software they used. The speaker is Junya Christopher Motomura who works at Arc System Works as a 3D Artist/Tech Artist. I think this was just put up a few hours ago on the GDC Vault.







Guilty gear xrd shader