THE iDOLM@STER > THE iDOLM@STER 2
iDOLM@STER 2!!
TweenDoriru:
I'm sure the gameplay's changed a -little- in some way or another from SP and iM@S360.
And...even the 'usual' PV-release things for games, I wish they'd show more.
nowano:
CEDEC iM@S2 Programing Preview
Part 1
Part 2
Cael K.:
--- Quote from: nowano on September 02, 2010, 05:04:49 pm ---CEDEC iM@S2 Programing Preview
Part 1
Part 2
--- End quote ---
Good find! Will watch, and try to understand.
Just... for everyone else, on a cursory flip through, skip to the 5 minute mark on the first vid, since there's introductions and 2nd PV to go through. It's one hour total.
TweenDoriru:
--- Quote from: nowano on September 02, 2010, 05:04:49 pm ---CEDEC iM@S2 Programing Preview
Part 1
Part 2
--- End quote ---
Well, that was interesting. Of course, basing it solely on images...XD With the slideshow, you can still get a lot of what they're getting across.
Though, that guy spent a -long- time just to explain the new game has gradient/softshaded graphics rather than the hard cel-shade in iM@S360/L4U. @.@ After that, I skipped through pretty much anything that didn't have a picture of an idol or the stage on the slideshow...
The thing they did with the hair physics (Yayoi's and Takane's) was pretty cool.
Also...they show promise for the accessories having more movement in the game as well? Or were they just talking about the default accessories on the costumes?
Cael K.:
Okay, so I wrote down my thoughts on the first part of the video, but... it's long. Very long. So, I'll just condense it.
10:00 - Coloring in toon shading. In real shading, there's a gradual darkening of color as you get more shadowed, but in toon shading, there's cutoff values for shadows, and colors abruptly transition there. In L4U!, they split three colors evenly across the band, and apply a small gradient (blur) between them so that color transitions aren't jagged. It's not evenly split in Im@s2, they changed it a bit.
12:30 - Self-shadowing light is determined by camera position in L4U!, so that the idols always look nice and lit. Check the pictures on the right: You might rotate the camera, but the light remains squarely in front of Yukiho.
16:00 - Comparison of just playing with shader parameters. They call what they're doing Sensitive Tooning, but the differences I think are hard to tell with the video quality we're getting. Hibiki's hair is all shadowed in the right, as opposed to the left. Also, for Haruka, look at the jacket shadow near the ribbon on her right (viewer's left).
18:20 - Self shadowing using bounding spheres and shadow maps. It doesn't look like the bottom of Mami's clothes (the shirt, miniskirt) were being shadowed on the left. I guess with more more bounding spheres, you get the right. I don't know what they did in L4U, though, so I can't compare.
19:20 - They're adjusting the amount of self-shadow cast on the face get by their facing relative to the camera. As they turn, you can see the amount of shadow that's used is increasing, but it looks like the light source stays where it is (relative to the camera).
21:20 - The stage lighting is done with a point light at center stage (where the idol is normally), shining in all directions. They apply fog based on distance from this light away from front stage. Again for visual appeal (haha), the stage should be dark, while the idol in light.
22:20 - So, there are things that've changed about stages in Im@s2, including moving objects on stage (like that train). They're using normal maps, particle effects, and... he talks fast.
24:45 - The wave moves in the background, also look at the leaves of the trees. I can't really understand everything he's saying with the movie in the background, but for everything he points out, he says he'll be explaining them later.
That took a while. I'll watch the rest later.
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