![]() ![]() I hope that players enjoyed the final result! - Leo (Character Artist) 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).Īll this was a huge team effort with a lot of trial and error and modifications along the way. We used Tyflow from 3DS Max to precut the clothing and simulate it with the alembic data from Houdini. The second step was to tear the cloth from the Captain while he was transforming. 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. We then created Blendshapes between two models sharing the same topology, the human (Captain Mathius) and his Necromorph model. We used a rig in Maya to make the asset grow by scaling it and aligning the two models as close as possible to each other to make them match (Human and Slasher models). The first one was that we had to make the model grow and the geometry change shape in the same asset. The captain Transform sequence was a big challenge for our team! It had two complex sides to it. This will help keep the thread more concise for anyone wanting to read the AMA afterwards. Upvote questions you want answered instead of reposting the same questions.Please keep your comment to 3 questions maximum.If not, we will likely not respond so that we can get to as many questions as possible. Top level comments need to be questions.Please remember to follow a few simple rules when interacting down below: Work with the audio team and collaborated with a cross-disciplinary team. ![]() Oli - Audio Director, responsible for project level audio vision and realization. He also worked on defining our tech strategy for some key pillars of the game, for example: interconnected ship, Intensity Director, Peeling/Dismemberment system, and more. Jo - Senior Game Writer, wrote the game script and the characters!ĭ-Rob - Technical Director, worked with the rest of the team to ensure that our technical endeavors would serve the creative vision of the project. (i.e., AI, weapons, ingredients, progression, etc.) He also worked on Dead Space 2 as the Art Director years ago!Įric - Game Director, managed the game design team in order to define all of the gameplay systems and ensure their quality. Mike - Art Director, in charge of the overall artistic vision for the remake. Philippe - Senior Producer, worked with an amazing team to bring DS back, aligning production and creative! Let’s introduce the Motive devs that will be answering your questions from this account: We’ll be answering your questions from now until 2pm PT. The team is ecstatic that you’re loving the game and can’t wait to answer your questions. Thank you so much for your questions and support! Hey, Dead Space fans! This is the official thread for the EA Motive Dev Team AMA.Įdit 2pm PT: We're winding down answering questions, going to respond to a few more and call it a day. ![]()
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