Nintendo's tremendous skill found by analyzing "Zelda's legendary tact"



Technology called texture that gives a texture to the created model is an important factor in developing a game. Game released for Nintendo GameCube from Nintendo in 2002 "Zelda's Legend-like Tact"The game developer who analyzed the texture of the tact of the wind analyzed the Nintendo's tremendous technical ability and released the analyzed content.

Zelda: Wind waker Tech and Texture Analysis * picture heavy * - Polycount Forum
http://www.polycount.com/forum/showthread.php?t=104415

Warby who analyzed the texture of the wind tact, the first thing surprised is that the natural movement of clothes and cloth was not calculated in advance. If it had been calculated beforehand, it is impossible for the cloth attached to the tip of the wooden stick held by the link of the image below to be expressed considering the height of the ground.


When comparing the images at the top and the bottom of the image below, you can see that the bottom image before processing contains already a character at the top left of the top of the image link above, and the character at the right of the screen .


Regarding the scenes where many grasses growing on the ground are drawn, Mr. warby thought that "Special dynamic batching or optimization processing was done, but GameCube is equivalent to PC or faster I was able to process multiple draw calls ".


For the eyes and eyebrows of the link, a style unique to manga that draws on the hair is used. Moreover, it means to create a natural animation of the character from the position of the end of the limb and the likeIKAbout Inverse Kinematics (inverse kinematics) is being used from the feet of the character and the ground at the same time, warby says "Uncharted seriesAlthough I thought that was the first time, I seemed to have made a mistake, "I heard that it was quite astonishing.


In the effect when looking up at the sun or the arrow of the flame landing, the ambient color meaning reflection color for the light hitting the model is exquisitely adjusted.


With the wind takt, link shadows are generated only from one direction. When there are two light sources, a shadow is automatically created according to the nearest one.


There is a thing called a decal in the image processing method to paste like a seal. According to warby, since the wind tact creates a decal using the shadow texture which is not influenced by the decoration and the inclination of the ground, a line will enter the shadow.


The stars displayed when you look at the night sky with a telescope are not texture based, but are processed with polygons. Warby says, "Even if you zoom, you need a lot of 1024 x 1024 textures to preserve the resolution like the image below, because the game cube does not have that ability and it was possible with a vector. It is said.


The effect that warby likes most about the history of game art is the wave of the wind tact during beach. The wave effect seems to be created from at least seven separate layers.


Warby's texture analysis has never created game graphics, but it is hard to keep up with Nintendo, but you can see that Nintendo was casting a tremendous skill in the game.

in Game, Posted by darkhorse_log