With the move to next generation platforms, Spider-Man 3 is easily the most visually impressive title in the series to date, but what exactly is involved in bringing everyone's favourite web slinger - and some of his most memorable enemies - to videogame life? We decided to find out, so chased down Chad Moore, Treyarch's Lead Character Artist on Spider-Man 3.
IGN: How much asset sharing is there between yourselves and Sony Pictures? What's the relationship like between the film makers and Treyarch?
Chad Moore:
In order to more accurately represent characters like Venom and Sandman, certain members of the art team (myself included) visited the Sony Pictures lot and spent a day with their computer graphics team. We got to see some early footage from the movie, as well as a number of pre-vis shots for Venom and Sandman. Along with being extremely cool, this visit was invaluable in helping us to recreate these challenging characters.
Chad Moore:
Next-gen also means a far more advanced lighting model, which takes advantage of multiple rendering passes per frame. This allows us to use things like normal maps, specularity maps and reflection to make materials look more realistic. Environments can have dynamic lighting, and all of the different surfaces on the characters will react accordingly. The Lizard's skin looks smooth and slimy, while Rhino's hide is thick and rough. It's very cool technology, and brings these characters to life as never before.
Lastly, we are able to support much more complex skeletons, or rigs, on the next-gen platforms. As an example, both Sandman and Scorpion had more than 125 bones and controllers in their skeletons three times more than we were able to handle in previous games. A more robust rig means better animations and more realistic movement.
IGN: You've got several big bads that won't be appearing in the film, such as Scorpion and the Lizard. How much freedom do you have in creating their 3D model, and what's the approval process like?
Chad Moore:
On the flip side, we had very little wiggle room on a character like Venom. We were given detailed concepts and photo reference, and had to make changes to the character on the fly as he evolved during the movie production. In the end, they wanted him to look as much like the character in the movie as possible.
Chad Moore:
After the graymesh is completed, the artist will get to work on the normal map using a 3D sculpting package (we use zbrush here at Treyarch). The normal map is used to simulate detail on a graymesh things like Spider-Man's muscles, or the wrinkles in Rhino's skin, or the folds in Peter Parker's jacket. To put it simply, a normal map makes something with thousands of polygons look like it could have millions of them.
After the normal map is created, the artist texture maps the model. This means creating things like a color map, a specular map, and a reflection map. These textures tell the engine how a character should light within the game environment.
Once the model and texture maps are created, the character is hooked up to a rig and is ready for animation.
IGN: How much of a disparity is there between the models for main characters and for those of civilians on the street - or other less significant NPCs?
Chad Moore:
Chad Moore:
IGN: What is holding back in-game photorealism for character models? Is it the resolution of the textures? The complexity of the polygonal model? The shaders?
Chad Moore:
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12:00 am PDT April 27, 2007