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{"id":3091607,"date":"2021-07-01T20:47:00","date_gmt":"2021-07-01T18:47:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/diablo_4-entwickler_ueber_die_charakter-_und_monstergestaltung\/3091607"},"modified":"2024-04-29T08:34:03","modified_gmt":"2024-04-29T06:34:03","slug":"diablo_4-entwickler_ueber_die_charakter-_und_monstergestaltung","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/news\/diablo_4-entwickler_ueber_die_charakter-_und_monstergestaltung\/3091607","title":{"rendered":"Diablo 4: Entwickler \u00fcber die Charakter- und Monstergestaltung"},"content":{"rendered":"

Blizzard Entertainment hat das regelm\u00e4\u00dfige Quartalsupdate zur Entwicklung von Diablo 4<\/a> ver\u00f6ffentlicht<\/a>. In dem Blog-Beitrag geht es um die Charakter- und Monstergestaltung. Game Director Luis Barriga, Art Director John Mueller, Associate Art Director for Characters Nick Chilano und Lead Character Artist Arnaud Kotelnikoff sprechen dar\u00fcber, wie das Team an das visuelle Design der Charakterklassen und der Monster Sanktuarios herangeht. <\/p>\n

Abgesehen von der Detailversessenheit bei den Charakteren, Monstern und Ausr\u00fcstungsgegenst\u00e4nden setzen die Entwickler auf PBR (Physically Based Rendering; physikalisch basiertes Rendern), um den gew\u00fcnschten und realistischeren Look zu realisieren, der im Vergleich zu Diablo 3 d\u00fcsterer ausfallen wird. Viele Zwischensequenzen werden auch mit der Ingame-Engine erzeugt und deswegen m\u00fcssen die Charaktere in der Nahansicht auch \u00fcberzeugend wirken.<\/p>\n

John Mueller (Art Director): “Wir haben die Detailgenauigkeit und die Texturen von Haut, Kleidung, Haar, Fell, Metall, sogar Spiegelungen in den Augen bis auf kleine Schwei\u00dftropfen stark verbessert. Es wird ein f\u00fcr Diablo v\u00f6llig neues Anpassungssystem f\u00fcr eure Charaktere geben. Das war technisch gesehen ziemlich schwierig. Diese Anpassungen mussten schlie\u00dflich nicht nur f\u00fcr einen Charakter funktionieren, sondern auch f\u00fcr hunderte R\u00fcstungsteile, diverse K\u00f6rperbauten, dutzende Pers\u00f6nlichkeiten und nicht zuletzt f\u00fcr (erst einmal) f\u00fcnf verschiedene Klassen. F\u00fcr unser Team war das alles Neuland. (…) In Diablo 4 gibt es so detaillierte Anpassungsm\u00f6glichkeiten wie noch nie zuvor. Ihr k\u00f6nnt viele Aspekte eures Charakters ab\u00e4ndern: Frisur, Gesichtsbehaarung (Bart und Augenbrauen), Schmuck (Nasenpiercings oder Ohrringe), Schminke und Markierungen wie Tattoos oder K\u00f6rperbemalung. Au\u00dferdem k\u00f6nnt ihr beim Hautton, bei den Augen, den Haaren und den K\u00f6rperbemalungen die Farbt\u00f6ne \u00e4ndern. Manche dieser Elemente sind je nach Klasse verschieden, damit sie sich voneinander abheben. Viele wird es aber klassen\u00fcbergreifend geben, damit ihr nach Herzenslust kombinieren k\u00f6nnt.”<\/em><\/p>\n

Folgende Screenshots zeigen die Details der Charaktere (Ingame-Zwischensequenzen) aus der aktuellen Pre-Alpha-Version<\/p>\n

Arnaud Kotelnikoff (Lead Character Artist): “Der Look von Diablo 4 soll in der Realit\u00e4t basiert sein. Um diesen Effekt zu erzielen, haben wir die Technik des Physically Based Rendering benutzt, mit der Oberfl\u00e4chen realistisch beleuchtet und farbkodiert werden. F\u00fcr 3D-Artists stellt dabei der Transfer von einer Konzeptgrafik auf PBR-Werte eine Herausforderung dar. In PBR ist beispielsweise Silber ein sehr helles grau, fast schon wei\u00df. Durch Reflektionen auf der Oberfl\u00e4che sieht es dann insgesamt dunkler aus. Alle Figuren in Diablo IV folgen diesen PBR-Regeln, damit sie nicht nur im d\u00fcsteren Dungeon, sondern auch im grellsten Tageslicht gut aussehen. (…) Jedes R\u00fcstungsteil kann gef\u00e4rbt werden, also auch Helme, Brustschutz, Handschuhe, Beinschutz und Stiefel. Ihr k\u00f6nnt jedem Teil eine andere Farbe verpassen oder alle mit der gleichen Palette einf\u00e4rben. Dieses System war technisch schwierig, weil Materialien wie Metall nach PBR-Regeln theoretisch nur mit Metallfarben gef\u00e4rbt werden k\u00f6nnen. Unsere L\u00f6sung f\u00fcr dieses Problem war, dass wir den R\u00fcstungsteilen Werte zugewiesen haben, die das Material identifizieren. Dann haben wir das System so programmiert, dass es m\u00f6gliche Kombinationen aus Material und Farbe erkennt, damit die Farbauswahl f\u00fcr Leder, Stoff, Metall und andere Oberfl\u00e4chen bis zu einem gewissen Grad realistisch bleibt. Das Endprodukt davon sind R\u00fcstungsteile, die farblich abge\u00e4ndert werden k\u00f6nnen aber trotzdem der realit\u00e4tsbasierten Welt von Diablo 4 treu bleiben.”<\/em><\/p>\n

Zudem wurden einige Beispiele von gegnerischen Kreaturen aus dem aktuellen Entwicklungsstadium gezeigt.<\/p>\n

Nick Chilano (Associate Art Director, Characters): “Beim Monsterdesign kommen sehr viele verschiedene Elemente ins Spiel, allen voran die Tatsache, dass es den Spielern auch Spa\u00df machen muss, sie niederzumetzeln. Die Monster m\u00fcssen also visuell zu ihrem Gameplay passen und etwas Blutr\u00fcnstiges und D\u00e4monisches an sich haben. Sie m\u00fcssen einerseits neu und einzigartig sein, andererseits auch durch bekannte Elemente als Monster erkennbar sein. Au\u00dferdem brauchen sie das gewisse Diablo-Etwas. Dieses Etwas hei\u00dft: Viele Details, Anpassung ans Gameplay, kreatives Design und eine d\u00e4monische Natur.”<\/em><\/p>\n","protected":false},"excerpt":{"rendered":"

Entwickler \u00fcber die Charakter- und Monstergestaltung<\/p>\n","protected":false},"author":549,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"_yoast_wpseo_title":"Diablo 4: Entwickler \u00fcber die Charakter- und Monstergestaltung","_yoast_wpseo_metadesc":"Blizzard Entertainment hat das regelm\u00e4\u00dfige Quartalsupdate zur Entwicklung von Diablo 4 ver\u00f6ffentlicht. 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