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01:05ha to work for animation has to feel fun and interesting we're going for you
01:10know the ultimate look so the thing has to be huge badass you know cool like
01:16that feels more natural to me yes in the case of the mantic work we come in and
01:20take a look at the early concept stages and just kind of give our little input
01:24to make sure that by the time it gets to modeling and then and it gets rigged
01:28everything is well thought of so but you don't mind the longer tail no that's
01:34fine I think I think I should help when the characters flying also so you just
01:39need like a final three-quarter now yeah
01:44God of War 3 is kind of a learning curve project I think for a lot of the guys
01:47and now everybody's just kind of up to speed and running so it's uh the
01:51characters will be a lot better in this game actually the manticore is essentially
01:54part scorpion which is his tail is the body of a lion the arms of a man the
02:00wings of a bat and the jaw of shark which will unhinge and completely open like a
02:06shark jaw it opens very far so that he can spit these large fireballs in the
02:11concept they really like this big oval that you got from a shark so that's kind
02:15of what I did so these bottom teeth are more shark like these upper teeth same
02:19thing very shark like these will actually be redone we don't like them then he
02:23also has the chest of a human you can see this is all human and it leads down into
02:27these kind of very scorpion like plates a lot of this is based on scorpion these
02:31big hard plates and these other plates with flesh in between and these inset
02:35plates with flesh in between it so all of this will move very fluidly but it's
02:40still a plate the hardest part were the wings the rest of itself fairly
02:45straightforward the wings essentially fold up and he walks on these two
02:48knuckles we went back and forth quite a bit on the wings wings are very
02:52difficult we actually went to Sony imageworks last game trying to ask them how
02:55they did wings today ideas they had and they just create two versions a folded
02:59version and an open version it's very hard to do the big discrepancy was in
03:03how this works if they transition off fingers are they a hinge we needed them
03:08to be able to fold up so the character could swipe and this is what we came up
03:12with there were always spikes here but there was also a main there wasn't hair
03:15on him anywhere else and it really didn't make any sense to me and that he
03:18would have a main of hair and no hair anywhere else so I kind of pitched Todd on
03:23the idea of just spikes he tentatively agreed he hasn't cut it so far so so far
03:28so good all of the textures for this character were painted in ZBrush where I
03:32paint little cracks there's actually normal map detail on those cracks so
03:37you're really supporting the sculpt and driving home and accentuating the detail
03:41that you have in the skull that all works together just to look nicer looks more
03:45natural
03:55MetaCore's arms are human arms but they're also a bat wings so I was working with an
04:02animator who had an idea of how he wants things to work and my job was to
04:07actually make rig work in the way he wanted to work and the solution was I
04:12want to have one control that basically makes it look good so this is a
04:17prototype of the wing rig so here's the main control and it sort of allows you to
04:20move the whole character around this would be sort of half the body of the
04:24MetaCore here and the wing starts with this human-like arm we could make lots
04:29lots of controls to animate this wing but animator really wanted to have a single
04:34control that would just do exactly what they want and this control became this
04:38guy this large control in the middle doing so I'll show you what it's what it
04:41can do this control can basically mimic the building of the wing itself this
04:46animation itself just be able to pull this up and down and move it around it
04:50any way you want drives secondary controls that allows animators to do more
04:55precise animations so that's was the really big breakthrough for us to create
04:59something that allows animators and you made without having to break it or
05:03struggle with mini mini FK controls and so we're planning to use this rig for
05:07pretty much every creature we have that uses bat-like wings so hopefully going
05:12forward with you know this rig will work for many years to come
05:17when I first saw the concept art I thought holy shit I thought I was gonna have a
05:22lot of trouble making this guy move Izzy's probably one of the best draftsmen I've
05:26ever seen and and so he had all these beautiful drawings and of course we went with
05:30the the most challenging design as we do probably the most complicated rig I've
05:36seen here outside of the Poseidon fight the manticore he's got all of these tail
05:40joints to move around he's also got this stretchy little pelvis here we can move up
05:45and down on top of that he's got all of these wing controls right here you can see
05:51there's these diamond shapes what they do is kind of control where this thing
05:55flexes but for extra control we also got these other joints that come in here and
06:02they can actually rotate just to finesse it a little bit so all of those things
06:06included it's probably three or four times as complex as Kratos is rigged it's
06:11such a strange design really having a hard time wrapping my head around it it's
06:15not until we actually start to break the guy down and hurt him that I started to
06:20enjoy animating him once he's on the ground folds up those wings we had to do a lot of
06:24trickery with the wings just to get them to work you can see the size of these
06:28right now is actually a lot smaller than when they're in the air because we're
06:31we're actually scaling the joints down when we had the wings bigger they were
06:34way out here so so you couldn't quite read what was going on it's still hard
06:37it's so unique and it's so foreign people tend to recognize things through
06:41silhouette and this just is completely alienating when he's on the ground he's
06:45got another tail strike tail looks good he's got another move where he goes to the
06:49air and claps his wings that knocks the player back the best and worst parts about
06:54working on the God of War series is that our creature designs are nuts as an
06:58animator you're constantly challenged to kind of find ways to make this stuff look
07:02good when you get to make Kratos kill the stuff that you're not that into it's
07:07equally as fun
07:20but the mini boss really want to make it really formidable for the player and when
07:25he plays through it one of the tricks that we use is it's kind of tease a
07:29character over a period of time so with a manicure you see him throughout a number of
07:34stages in Delphi where he'll make appearances and then when you actually
07:38get to the fight it's just that much bigger because you've seen this guy he's
07:42been bothering you the whole time and now you've actually put a personality to the
07:46character he's a huge creature he's flying we haven't had a character this
07:50large before in the air and also that he'll transfer to the ground just like he
07:53did there in comparison to Kratos he's a really large character so he takes up a
07:58lot of the space in the arena and when he does hit Kratos you can see that
08:02Kratos really moves back far so that you know he displaces Kratos basically one
08:07new thing that manicure has is that we're doing away with prompts that are on
08:10the screen for the CS moves so this makes it more cinematic there's no buttons
08:15that appear on the screen that cover up any of the action that's going on this is
08:19one of those fun list mini games so you can see the giant tells that he does on
08:23the attacks that's very clear for the player to read so that they can evade out of
08:27the way and then retaliate with their blades
08:55playstation
08:56or
08:56playstation
08:56for now
09:01you
09:02you
09:02you
09:02Grazie a tutti
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