WEEK 4
Cycle 5 was delivered today, along with the demos for Koln. A lot of work went into finalizing the builds, a lot of time spent improving the Motion Kits and lighting, particularly close-up lighting. Heavy Rain uses a specific lighting system for close-up camera shots in order to improve the quality of the facial rendering. In most games the lighting is global for the whole scene, which works perfectly well for long shots but begins to pose serious problems as soon as we want to do very tight shots (streaky shadows, lit-up mouths, fluorescent rims at eyes and lips, etc.). To avoid this problem we developed a lights editor associated with the camera editor, thus enabling the cameraman to create his own lighting setup. This produces a very significant improvement in the rendering (as well as a significant quantity of extra work
).
Version of the characters without close-up lighting (left) and with close-up lighting (right)
Another significant improvement: the motor department found a way of increasing the definition of shadows in close-ups by dynamically reassigning the texture size for character shadows in cases of dynamic lighting. The few remaining artefacts caused by imprecise shadows have now completely disappeared.