![]() ![]() Although a bit dark.ĭifferent courts, different architectural styles, different lighting setups.īut the concept art phase did not end after the initial stages however, because once the scenes were being put together we returned to the concepts to try out the different lighting setups to help in the lighting of the rooms, giving our artists more ideas of where to focus the light and accentuate the scene further. ![]() So the scene finally resembles a courtroom. With some optimization the room could now handle about 20 random characters, and even some objects. Next step, is it possible to show many people at the same time in the same scene? This is quite different from portraits in the interface and events - those always have 1 person per image, even if the UI tries to combine them nicely together. The people in the courtroom look exactly the same as in portraits. Could we reuse the same system that assembles characters - show appropriate body, apply transformation to show age, height, weight, apply the same clothing, hair, set the same animation? First step - success. We could already show beautiful animated portraits and the courtroom had to be able to show the same people so players could easily recognize their appearance. Moving forward only when we’re sure the previous step succeeded.Ī natural starting point of exploration were the characters. ![]() So we decided that to start off we needed a working prototype - laying a foundation and gradually adding more and more graphical features and complexity. At the beginning of the court development we knew that we were in for a challenge to stake out a new visual workflow within the engine that previously had not had any instances of contained 3D scenes and shared lighting systems within it. ![]()
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