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Polygonal Evolution for 5 Iconic PlayStation Character – igamesnews

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Aging gracefully is not an option for everyone, but game developers have the ability to guide the emergence of their iconic characters. The heroes that first appeared in previous generations of the PlayStation console are now full of details on the PlayStation 4. With the PS4 now in its seventh year, and the latest Anniumph 25 for PlayStation in its entirety, we have invited creative developers to show how their characters have arrived. Find out how many interesting characters are proud of the PS4 compared to their humble PlayStation origin.

Kazuya Mishima, Tekken Series

Polygon Face Comparison

PlayStation: ~ 100 (estimated)
PlayStation 4: 2,800 for head (6,000 including hair and inner lip)

"You will see a big difference between the Kazuya model in Tekken 1 and Tekken 7," said Michael Murray, Tekken producer in Bandai Namco "As a character, Kazuya Mishima does not speak much in the game. enables us to accurately portray the character by giving a sense of old age, and the scars on his face that help tell the story of the character. ”

Kratos, God of War

Polygon Face Comparison

PlayStation 2: 1,200
PlayStation 3: 5,700
PlayStation 4: 32,000

"Kratos' model of the new God of War was created from scratch with the goal of emphasizing the technology of what we did at Santa Monica Studio," said Rafael Grassetti, artistic director at Santa Monica Studios. “The geometry was made stronger from many games because we were going to look at things like the muscles of the skin and we needed enough geometry to run that information.

"Kratos from God of War 2 (PS2) had 5,700 polygons all over his body, 1,200 of which were on the face and used five formations. Kratos from God of War 3 (PS3) had 64,000 polygons for his whole body. 5,700 faces, which was a huge improvement, but compared to what we can do with the PS4 program, that's not enough for what we wanted to achieve. Kratos for God of War (PS4) has 80,000 polygons in total, with 32,000 faces – 30x we had the PS2 models.

“That allowed us to build systems that would reduce that geometry and reach the level of muscle detail we couldn't before. In addition to this, we used a combination of standard maps for small wrinkles and pores that we were unable to use in previous generations due to the restriction of placement. Kratos (PS4) uses over 140 formats. "

Rathalos, Monster Hunter Series

Polygon Face Comparison

PlayStation 2: 1,390
PlayStation 4: 11,274

Palico, Monster Hunter Series

Polygon Face Comparison

PlayStation 2: 144
PlayStation 4: 11,274

"From the first Monster Hunter on the PS2, our goal has been to show if something is tough or hard, how to convey that at game level and if something is there, how can we make it feel as alive as possible," said Kaname Fuokaoka, MHW: Iceborne executive director and artistic director at Capcom. “At that time, it was difficult to process the fine texture and details, complex lighting, and light colors had to be colored.

“However, in recent years, lighting technology has improved significantly due to advancements in the specifications of Hardware and CG technology. So the glossy look of the skin and hide of the beast, the soft texture of the hair, and the brightness of the eyeglass can all be processed in real time, which is very important for a sensible face display. In addition, I think that fine details such as small changes of facial expressions can also be shown for this technology. ”

Sir Fortesque, MediEvil

Polygon Face Comparison

PlayStation: 60
PlayStation 4: 1,734

"Thanks to the huge increase in numbers, (60 vs 1,734) and the overwhelming support, we have been able to create a variety of feelings to explain our interpretation of who Dan was and how he should act in his unique arousal," said Justin Rosenthal-Kambric, cartoonist at Ocean Ocean Interactive. "I was very happy to jump on Dan's rib cage which helped ease some of his emotional reactions, especially when he wiped his arm or pulled the insect."

Did thinking of the polygonal continuity of these PlayStation plot characters prompt you to think about how your favorite hero (or villain!) Has already emerged in beauty? Share in the comments below.

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