Shintaro Takai, Shuichi Ikeda, Naoki Hamaguchi shared the details of the development process of Final Fantasy Remake, discussing the development system and character production.
VFX Director Shintaro Takai, Lead Rendering Programmer Shuichi Ikeda, and Co-Director Naoki Hamaguchi discussed the team’s workflow for Final Fantasy Remake VII.
In the new addition to the article, they’ve unveiled some details of the production process, discussing the development system, character production, realistic animation, and environment. Topics covered in the article:
- Moving to UE4, customizing it to fit in the team’s workflow, and establishing the development system
- Materials production in UE4 Master Material
- Extension of Vertex Deformation
- Ambient Occlusion
- Lighting Workflow
- Character model composition
- 2D Paint in detail of enemy characters
- Characters’ hairstyle
- Luminous expression of summoned beast using flow map
- Shaking thing setting by Bonamik
- Enemy rig
- Control rig that allows adjustment on UE4
- "Kine Driver" that corrects shape thinning in real-time
- Lip sync to put emotions on
- Facial animation
- Animation utilizing VAT
- Background production process packed in 3 stages
- Unification of drawing in UE4 and Substance Painter
- Utilization of flavor sheets
- Error checker
Read the full article on the CGWorld website. Please, note that the article is in Japanese. Don't forget to join our new Telegram channel, our Discord, follow us on Instagram and Twitter, where we are sharing breakdowns, latest news, awesome artworks, and more.