![]() In our Dead Space review, we describe the remake as "A sublime mix of fresh, familiar, and freaking terrifying". This shows just how much effort can go into a short sequence that players only see for a moment and the level of dedication Motive and other AAA developers have for their craft. Then we exported everything as alembic data to Maya and processed bones to replicate the vertex deformation to be able to send the final result to our real-time Engine (Frostbite)." "We used Tyflow from 3DS Max to precut the clothing and simulate it with the alembic data from Houdini. And as you'd expect, this was no simple task either. "From those two animated models, we created Dynamic Masks in Houdini to blend them in a single animated model with our desired look and export alembic data from the final result."Īs Necromorphs are considerably bigger than humans, the team also had to simulate Captain Mathius' clothes tearing as he transformed. "We then created Blendshapes between two models sharing the same topology, the human (Captain Mathius) and his Necromorph model," Motive says.
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