Showing posts with label CG. Show all posts
Showing posts with label CG. Show all posts

December 01, 2012

Shirogumi CG wizardry for Death by Degrees - Nina Williams





Tekken Bikini Swimsuit Costume CGI
In an effort to highlight the beauty of Shirogumi's masterful CG wizardry I put some of my direct-feed screen captures of Death by Degrees' stunning FMV cinematics through a very extensive (and in 2 cases several-hours-long) 'Photoshop remastering process'. Now that sounds pretentious doesn't it :-D Check out the results and a little history lesson on Shirogumi Inc. after the jump...

September 13, 2012

Street Fighter X Tekken Artbook - Nina-centric artwork and commentary




Kazuma Teshigawara Street Fighter Tekken
UDON Entertainment just recently released the English version of the Japanese artbook Street Fighter X Tekken Artworks. I've been waiting for this ever since I flipped through the Japanese one, realizing that there is commentary by the creators on almost every single picture. I'd feel really bad asking a Japanese friend to translate a whole book for me, so I was extremely relieved to hear that the wonderful people at UDON were working on an official translation. It took some time for it to come out, but what we got in the end was absolutely worth the long wait. It's 191 pages packed with character and production artwork, rough sketches, costume designs and creator commentary. There are interviews with Polygon Pictures, Akiman, Dimps and Namco Bandai's own Yoshinari Mizushima (Tekken's Visual Design Supervisor) and  Kenji Kimura (Art Director of Tekken X Street Fighter!!!). The artworks are gorgeous, as is the book; top-quality paper, detail-rich print, subtly embossed high-grade cover, effective easy-on-the-eyes layouts; it's everything an artbook should be.
Lots of pictures after the jump...

August 15, 2012

Major CG Intro Movie Screen Time for Nina Williams in Tekken Tag Tournament 2











Tekken Tag 2 Opening
Tekken Tag Intro CG
Tekken Opening CG Movie
Tekken CGI Movie Intro
Tekken Nina CG Movie CGI
Tekken Nina Anna CG
Tekken CG Movie CGI
Tekken Render CGI Movie
Tekken FMV Movie Intro
Tekken FMV Opening Movie
Tekken FMV Movie Opening
Tekken Nina FMV CG
Tekken CGI Movie Film
Tekken CG Animation Movie
Tekken Nina Williams CGI
Intro update! Tekken Tag Tournament 2's console opening cinematic has been revealed just in time for Gamescom 2012. Though I doubt it's the full opening movie, it provides some clarification regarding the scenes we've already seen short segments of. The actual video might not be news to you as it has been up a day or 2 already, but as usual I had to wait for Namco's PR/press department to release an HD version for the games press folk, so I could take somewhat clear pictures insted of pixelated hot mess youtube screenshots. (The slight grain effect is a filter Namco used, btw.)
Nina looks fabulous here, she even dropped a few sizes just for the intro movie,... or is it the in-game camera adding 10 pounds? For some reason Namco decided to have slim model-sized Blood Vengeance Nina star in the FMV movies while fit and muscular Haywire Nina takes over the screen for the in-game action. I like them both, so nothing wrong with that. I'm just really happy Nina's getting some major intro movie screentime this time around. I know, she's one of the few characters to have appeared in every Tekken opening FMV, except Tekken 4's, but her screen time in the Tekken 6 one was just way too short for my taste, even though the ending movies kind of made up for the lack of Nina in the opening (she appeared in 3 of them).
If you haven't already seen the video and want to know what happens right after the last screen shot up above, see for yourself:


July 28, 2012

Nina VS Anna in Tekken Tag 2's CG opening cinematic











Tekken CG Opening
Tekken CGI Opening
Tekken CG Movie
Tekken CG Video
Tekken CG Nina Williams
Tekken Render CG CGI
Little update on the FMV opening cinematic for Tag 2. What we see here is almost a reenactment of both Nina's and Anna's ending cinematics in the first Tag game, only this time it's Anna getting the better of Nina, first acting all handshaky-shaky, then twisting her arm. Like that could ever happen... Trolling much Namco? Only in a 'non-canon Tag game'!
Also, looks like Namco/Digital Frontier is recycling using Nina's and Anna's character models from the animated Tekken Blood Vengeance movie for the cinematics in Tekken Tag Tournament 2. Here's to hoping they'll also be recycling a certain all-black latex/nappa outfit I saw in that movie!

July 11, 2012

SFxTK CG Episode 3 got Nina Williams down to a T




SFxTK PlayStation Vita







SFxTK Render Movie
Street Fighter Kazuya
SFxT CG Movie
SFxT Nina Williams Art
Street Fighter Artwork
SFxTK CGI Gallery
SFxT CGI Trailer Movie
SFxTK Artwork CG
Tekken CG Movie Artwork


Nina makes a surprise appearance in Capcom's latest (last?) animated short promoting the PlayStationVita release of Street Fighter x Tekken. In addition to Nina's very much in-character entrance you'll get girls prancing around barefoot in the Antarctica, man VS mammoth action and all kinds of flashy mindless fun. + Nina is looking absolutely beautiful here! Capcom really got her down perfectly in this; looks and behaviour all spot on! Bravo! Just don't try looking for any story, it came from a fighting game ;-)

July 07, 2012

The Making of Tekken - Yutaka Kounoe in a Retro Gamer feature











Sorrel Tilley sat down with developer Yutaka Kounoe for Retro Gamer's latest issue to look back at The Making of Tekken and its "wiki-style" development process.

MAking Of Tekken CGI

"The creation of the Tekken series was completely different to the common development process" 
"The result was [...] an inter-developer battle [...], a method whereby anyone can freely implement an idea they think is good, and if it's unpopular, other staff members can just overwrite the data with something else! This led to a lot of clashing of egos [...]."

Tekken Rare Design Render

"With Tekken, designers were becoming obsessed with their own ideas, and continued implementing them at random. Trying to differentiate these ideas after they'd been added was a process you could hardly call normal. I felt like I was solving a giant puzzle at the same time as making a game. [...] The members were all workaholics; we lived at the office, We used to line up chairs to sleep on because the floor was cold. We were constantly suffering from sleep deprivation [...]."

Tekken Concept Production Art
Tekken Behind The Scenes
Tekken Wireframe CG Image

"Almost everything that was added was also decided by individuals working alone. Nina's throw combo was added by someone working on motion."

"At that point, motion capture was just a developing industry, so we used a magnetic system to capture a portion of the movements we required. This was a method where everything had to be recorded with cables attached, and it wasn't suited to intense action, so we could only use it for reference."
"Essentially, we hardly used motion capture at all for Tekken 1 and 2"

Tekken Motion Capture MoCap
Tekken Making Of Picture

"[...] the first two games were created as an experiment; even the developers couldn't predict how it would turn out. [...] The third game which I was in charge of, was a more calculated production."

Tekken Model Artwork Nina

"[...] problems carried over into Tekken 3 - I wanted to incorporate more strategic play into air combos by introducing safe-falling techniques [...] stances, damage animations, pinning techniques - all these elements got canned because people vetoed them based on their personal preferences."

Tekken Magazine Scan EGM
(Screenshots of an early Tekken 3 arcade build from a Tekken 3 Special Feature in Electronic Gaming Monthly's February 1997 issue. It featured a different version of the character select screen (below) and character specific taunts (above/note Nina's very Anna-like taunt animation), activated by pressing the start button. The blue jeans type pants Nina is sporting would later be replaced with black leather pants.)
Tekken Magazine Scan
Tekken CG Opening Movie
Tekken CGI FMV Movie
Nina Tekken CG Model
Nina Tekken CGI Render

"The Tekken that emerged after I left has fallen below my expectations."



For their latest issue Retro Gamer magazine sat down with developer Yutaka Kounoe to look back at the making of Tekken. What we got is a really interesting 4 page spread with plenty of firsthand behind-the-scenes information; Kounoe gives an honest insight into the making of this juggernaut franchise. My own little blend of (Nina-centric) production artwork and pictures is just to accompany the insightful read.
If the quotations here got you interested go grab a copy of Retro Gamer's current issue #104.
Retro Gamer is a British magazine, published worldwide, covering retro video games. In addition to all good newsagents Retro Gamer is also available in digital format on the iPhone newsstand app and can be downloaded from both iTunes and Zinio (for Windows, Android and iOS devices). You can order a physical copy of the current issue and/or back issues via https://www.imagineshop.co.uk/

After finishing work on Namco's first light-gun game Point Blank/Gun Bullet (1994) Yutaka Kounoe worked on the original arcade versions of Tekken (1994), Tekken 2 (1995) and Tekken 3 (1997), which he was in charge of. Other titles include popular '80s arcade game Dig Dug (1982), drive 'n shoot arcade title Lucky & Wild (1993), the multi-directional shooter Tank Force (1991) and the Xbox-exclusive first-person action game Breakdown (2004). He's the founder of indie game developer O-Games. Follow him on Twitter by clicking here

Sorrel Tilley is a writer, freelance journalist and Japanese translator. He regularly writes for Retro Gamer magazine (Imagine Publishing) and various websites. Follow him on Twitter by clicking here

Images were scanned from the Japanese Tekken - Gamest Mook Vol. 8 (Shinseisha), the Japanese Tekken 2 for PlayStation Player Guide (Sony Magazines), the Japanese Making of Game Graphics 1998-2001 by CG & Digital Video World (Works Corporation), the Japanese Tekken Chronicle artbook (Softbank Publishing), the Art of Tekken artbook (BradyGames Publishing) and Electronic Gaming Monthly magazine issue #91 February 1997 (Ziff-Davis Publishing).