So I'm playing some Resident Evil 5 on Xbox, and there's this boss that really makes me wonder how they did such a thing in realtime
Watch this video to see what i'm talking about:
[ame]
http://www.youtube.com/watch?v=8VCUL5N91gU[/ame]
I'm curious, how do they rig such an insane thing for realtime use ? Seems like a daunting thing for software rendering already. Would it be all baked animation? And what about those parts it keeps losing ?
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Iirc correctly there was an article on Softimage's website about RE5, but i can't seem to find it since Autodesk bought them and deleted most of Softimages orginal site content.
I remember reading about some saying that the secondary movements where all shader driven, can't really elaborate any more as i know very little about animation.
I think the best thing is how integrated and consistent it all is - it's a very good blend of animation, modelling, texturing and shaders which add up to a very cinematic experience. A lot of the time, animation/modelling/shader work is done separately and it can be hard to get everything to fit together smoothly but it's fairly clear they had a bunch of people who knew their stuff collaborating to make this awesome creature.
Yeah, for sure. It's definitely one of the more technically impressive creature I've seen in a while.
http://translate.google.com/translate?u=http%3A//www.softimage.jp/user_case/biohazard5/index.html&hl=en&langpair=auto|en&tbb=1&ie=Shift_JIS
Thanks for that, been looking for all these case studies since they went down on the official site.
I do find "Anbientookuryujon" hilarious
MoP- exactly. These Japanese studios really do things very professionally, but insight into their pipelines seems limited to only these features on softimage's site. I remember being amazed by that MGS4 feature and reading stuff like Snake's face texture being only a 512...
edit: okay the movies load here at home, that one with the tentacles is fascinating!
If I get this right, they're using a "Pasukonsutorein" or path constraint for the automatic jiggling, and then a second layer of controls to actually move them. Makes me want to try and build this sort of rig! Still not really sure how you'd build these controls in Max...