![]() ![]() Joints in bodies weren’t defined and had to be added manually, physics-enabled objects like capes were built for much more advanced calculations than gaming tech can handle moment-to-moment, and needed to be rejigged to stop your console from just bursting into flames. Disney’s assets weren’t made to be used in a game, meaning that when Square received them they didn’t quite work right away. Essentially, for characters like Frozen’s Elsa, there’s a tiny piece of the original digital model in your game, hidden under layers of added pixel-paint.But that isn’t necessarily as helpful as it soundsThat original model really is a tiny piece of the final result however. Square Enix designers then added hair, clothing materials and more. But this time around, because we wanted to be really accurate and wanted to have everything down to the last detail completely the same we decided to ask Disney to share their resources with us.” Disney provided the original polygon shapes of characters from its properties, with guidelines for how more detail was to be placed on top. Up until now, the way Kingdom Hearts have been made is that we would watch the movies and copy the costumes as we saw them. “This time around”, says character art director, Toru Yamazaki, “because we were planning on making such a high-end game, we talked to Disney about sharing resources with us. It's the first time Disney provided digital assets.Kingdom Hearts 3 marks the first time a game in the series has been made up of predominantly CG movie sources, and it’s had a pleasant side effect for the developers - it’s the first time Disney has provided its own original digital assets for Square Enix to work with.
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