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A few snippets from the article by Alena Dubrovina.
"After Divinity: Original Sin 2, we made quite a big leap in model quality. It involved improving the character art tools, picking up new pipelines, and getting a lot of support from our graphics programming team. Roughly I can divide these changes into 4 categories:
- Heads photogrammetry
- New hair pipeline
- New graphics features and shaders
- New Character Editor tools"
"Graphics programmers also helped us push our work forward with new skin and hair shading models, improved lighting and shadow quality on characters. Volumetric Fog, SSS, automated LODs system through Houdini, and more things are yet to come.
We realized that the scope of this project is going to be huge and with the quality bar we wanted to achieve we needed to focus on modularity and establish a system that would allow us to build unique NPCs from parts right in the game engine. We called this tool Character Editor, it allows you to assign meshes that are grouped by related categories to your character and exposes every parameter that is available in their shader in the right menu.
This tool allows us for quick iterations and customization for hundreds of characters and creatures in BG3."
Check out more information at https://80.lv/articles/creating-characters-for-baldur-s-gate-3/
For me, personally, these changes look and feel HUGE.