Immagini offscreen:
http://gematsu.com/2...een-screenshots
Peccato che gematsu non abbia tradotto un accidente della sessione effettiva all'Unreal Fest...
And I've browsed through the articles, and there were a couple noteworthy points (that of course weren't noted because images are all that matters in certain articles...):
- First of all it was a technical panel, though it was used to show what Tamsoft was accomplishing with the UE4;
- There were around 1,000 attendees and it was strictly forbidden to take photos or movies;
- The talk focused also on modeling the characters, that are done in a way to match the 2D illustrations;
- Apparently the movie they showed, despite being early, impressed the people there;
- A lot of emphasis is also put on effects and character motions;
- Development seems still early, given Kochiwa (IF's president) comments about being surprised by the results despite being at this stage. Kochiwa promises more screens and movies to promote the game later in time.
Here's impress watch article:
http://game.watch.im...ws/1023108.html
- The game, as a design choice to reproduce models accurate to the 2D illustrations, uses baked lightning and a fixed light source so the "beauty" of the models is preserved;
- As for shading, it uses soft and smooth gradations, and outlines aren't uniform black as well. For outlines, a scaling method is implemented to have desired thickness;
- In order to make the shilouette of the chacters stand out, they're using a halo (as in light source) put behind the characters that emphasizes the contours;
- The writer speculates Tamsoft is using the "Fresnel" material from the UE materials;
- Eyebrows are being drawn "anime-style", i.e. visible even if there's hair in front of them, and being rendered via certain techniques to reduce the number of polygons used;
- The background is softened using various techniques in order to avoid having the characters standing out too much, such as indirect light caching (reference here: https://docs.unreale... ... tingCache/ ),or using color manipulation;
- A lot of work is still needed from the artists though, in order to reach the intended results. However, thanks to UE4, the adjusting is way easier to do;
- The background lightning (talking about 2D/3D effects here) is comprised mostly of warm colors and the transitions are birght and soft;
- Of course they're not going for a photorealistic approach, but for a more artistic one, though that requires, for example with lightning, a bit of trial and error;
- Constructing images in anime-style fashion for this game is considered a top priority. Also, they recognized (at least for them) that pushing for very advanced techniques may cause trouble with the engine and the goal they have set.