Thanks to Son of Persia and the tools he developed, we’ve been able to edit all this kind of stuff and raise this project to a new level of perfectionism. Improving lighting, visual effects, collision inaccuracies and prerendered cutscenes. While we are not perfect, we continually refer back to the original texture assets to ensure we do not deviate in a significant manner. The best kind of feedback we receive is when people say that the game looks like what they *imagined* it to look like when they first played it 10 years ago. Remaining committed to the original visuals. Our intent throughout the project is to remain true to the original visuals and artistic intent. were originally created as flat objects. In many instances we are able to revise these objects to be true 3D models, observable from any angle. Due to limitations of the original hardware, objects like lamps, candle-holders, doors, decorative emblems, etc. Examples include objects floating above the surface they should rest on, improperly placed shadow layers, seams appearing where textures are supposed to flow continuously. We are correct these issues throughout the game.Įnhancing flat objects to true 3D models. The result is a visual experience that is as true to the original game as possible, presented in resolutions up to 16 times that of the original game.Ĭorrecting texture mapping and 3D modeling issues. Texture mapping and 3D modeling errors that weren’t noticeable in the original game being played on a CRT television become more apparent when playing in HD resolutions. In preparation for the original game, Capcom gathered texture assets by photographing a variety of real-world locations, primarily throughout Spain and Wales. For this project, Albert has gone to these same locations to gather higher resolution assets. Restoring the visuals using the original real world sources.
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