I also added a screenshot that shows you exactly how complex creating an avatar can be. I've created a few snapshots from avatars in the game that you can see below, but they are but a small selection from all the possible combinations you'll find in the final game. As a result, a player can identify a lot better with his avatar. They can wear a large variety of equipment and almost all of it is immediately observable on the in-game rendering of the hero. They can be male or female, or even a child. They can be slim, regular, muscular or fat. A vast improvement! The 3D system also allows us tremendous flexibility in the customizability of the heroes. And the nice thing is also that the animations softly blend into each other. The fights, for instance, are a lot cooler. Because of that, we've been able to add a lot more animations in Riftrunner. Once the model and the skeleton are finished, you can add any animation you want without getting even close to the amount of data needed for pre-rendered animations. With low-polygon characters, you don't have such limitations. As a result, we animators had to keep the frame count relatively low, and because of that, the quality of the animations was compromised. The six heroes in Divinity contained together over 900,000 frames of animation, and the dragon you meet at the end of the game contained over 100 MB in uncompressed data. If I recall correctly, we needed 1.3 CDs alone for the hero animations in all their variations. Unfortunately, it also had the disadvantage that we needed a tremendous amount of data to store it all. The characters in Divinity 1 where done in 2D, which had the advantage that the minimum specs were low and that as an artist, you had full control over the render quality. divine modesty praises more likely to fatigue you than to satisfy. One of the enhancements that sets Riftrunner apart from Divinity 1 is the 3D character system. Neighbours, I warn you, worship the divinity of Priapus, and respect these fourteen acres.
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