However, it appears we weren’t the only ones that were attracted by the quality of this project. Sounds pretty cool right? To be honest, we were really impressed by what the team achieved back in 2013 which is why we published a story about it. We could make costume tweaks and lighting tweaks without the expense of having to reshoot anything.” For one we could match up every frame of animation 1:1 with the original sprites. The advantages of using CG to reproduce the original game’s sprites were many. What we had then were near perfect CG representations of the original game sprites. He/She would film himself/herself doing the movements and then keyframe the digital actor using his/her reference video until it was perfectly smooth. “He/She then re-topologized the zBrush sculpt and did all the rigging and animation work inside 3ds Max. “ Our “XXXX” explained that he/she had found images of the original actor John Turk, and painstakingly hand sculpted every detail of the references images he/she was able to find.” our source told us and continued.
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