MGS4 Character Models and making ***WARNING 56k***

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20081004

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MGS4 Character Models and making ***WARNING 56k***




Hey Yallll,

Come across this site, its prob more for the tech heads but an awesome
read just to know how they make games and more so how MGS4 PWNS this
gen in graphics.

TOM1111 will know what i mean as this game is just stupid in graphics.

LINK to full Article

What im going to post up is something more enjoyable to the less tech
heads and a series of pictures on how this game was made, the amount of
work and detail in the game and special effect added to make look so
good.


Quick INFO-
Game taken 3.5year to make using over 100 3D production, plus 180 staff, plus 40 programmers WTF

Face Model uses 10,000 Polygons (yes that just the face only not the whole character head or body) I know WTF





21 joint bones were used that contained animation data and were
activated through these data. But many auxiliary bones were also used
to supplement movements such as the twisting of knees, elbows, legs and
arms.




One of the main features of MGS4 is its world-class facial animation. How did the team create such realistic facial expressions?





Expressions, phonemes, eyes (and eyebrows) and shader wrinkle all animated



Video on Facial movement ingame




Facial textures- WTF incredible
They used every type of texture in the game






Motion capture
The total number of motions is 1,700 just for Snake and 4,800 for
enemies (such as regular PMC or militia soldiers). And when including
the boss characters and facial animation, the total number of motions
in the game is about 10,800






Detail of items and machines










Bike Detail






Environments- (Simply Stunning)

Background data in the concept map stage that was submitted from the script group.




Background data with initial stage corrections added by the background group.



The final modeling stage.
Texture setting and detailed modeling is performed in parallel.




Collision model data.
These are quite rough data that are used as reference for players, enemies, animals or vehicles.





The final image on the PS3





Camo Textures

How cool is this, his active camo on the grass and bricks on his suit is just breathtaking.









Lighting

Lighting calculation points-




Before lighting



After Lighting






Blur Effects

This game does it better than any other i have ever played, there is so
much going on in MGS4, in the background war is happening so gunshots,
grenades, bombs, tankers and bots are firing away cause massive
explosions that shack your screen the blur build the game so much to
make you feel you are there.

Before



After


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Registration date : 2008-10-03

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