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Behind-the-Scenes Look at the Modelling of Diablo IV's Cinematic "By Three They Come"
Diablo IV
Опубликовано
25.10.2020 в 10:03
Jaydaa
In an
ArtStation Magazine article by Amelia Savery
of Blizzard's Global Communications, we get a fantastic behind the scenes look at the modeling process that was involved in the "By Three They Come" cinematic that revealed Diablo IV to the world at BlizzCon 2019. In
It’s a Gate: The Modelling Behind Diablo IV’s “By Three They Come'
we learn more about the cinematic modeling process where artists leveraged concept art and live-actor performances to deliver compelling yet convincing close-up human performances to convey the darker and grittier narrative of Diablo IV.
Full ArtStation Magazine Article
As we look back now nearly a year later on what would have been the weekend of BlizzCon 2020, it's still incredible to me how much emotion the cinematic reveals of BlizzCon 2019 can still evoke, especially Diablo IV's "By Three They Come". While some of that initial emotion comes from the nostalgia of growing up in the world of Sanctuary and of course experiencing this trailer live with thousands of the most hardcore Blizzard fans in the world, I can still watch the Diablo IV Announcement Cinematic in the quiet of my own home with nearly as much excitement and anticipation.
A lot of that is attributed to the quality performance assembled by Blizzard in what I now learned was a 16-month long journey. This article provides a lot of contextual depth to the process involved in executing that vision to create realistic human performances that contributes to the darkness and terror of the world of Sanctuary.
Even before BlizzCon 2019 started, attendees knew they were in for something different and possibly darker than Blizzard had ever offered players before when mysterious content warnings started appearing around the venue. The morning of the Opening Ceremony, the excitement in the air was palpable as players awaited what Blizzard had to offer them and "By Three They Come" did not disappoint.
BlizzCon 2019 Opening Ceremony Content Warning
Amelia Savery via ArtStation Magazine
At the beginning of BlizzCon 2019, the lights fell over tens of thousands of people in the Anaheim Convention Center as the blue-hued countdown to the show slowly turned red. The sound of wind, bells tolling, a burnt wooden door slamming repeatedly against its frame. The hysterical, breathy, frightened prayers of a cleric punctuating the air, and with that, the world of Diablo IV was finally revealed to the world.
The article highlights a lot of the struggles the modeling team needed to overcome when creating these new characters without being a direct 'one-to-one' recreation of actor references.
Amelia Savery via ArtStation Magazine
Shannon recalled, laughing. “Are we going to even be able to show it? We understood the environmental challenges but for this piece, what was really going to be difficult was the character performances, the dialogue, and the close-ups.” From the beginning of development, performance was key. “There was a lot of character moments where the camera is in the character’s face and they’ve got to give convincing, human performances,” Shannon said.
Although actors were cast for reference, the modeling team was also provided concept art—their task was to push the boundaries of realism back and forth between the actors and the art, both on a character-by-character basis and overall, until they landed in a perfect spot.
Lead Character Modeler, Jason Huang offered insight into how these Diablo IV character's models differed versus Warcraft characters, such as Varian Wrynn, that you might be more familiar with here at Wowhead.
Amelia Savery via ArtStation Magazine
For the overall look and feel of the characters, the team was careful to push and stylize where they could to break away from photo-realism. “At Blizzard, going back to Warcraft, we’re always pushing it way more. StarCraft . . . no, StarCraft proportions are whack too,” Jason explained, laughing. “They have, like, massive shoulders. So, a lot of that stuff is what a lot of our IPs work with—very stylized but a realistic sheen. If you take Varian, the forms of his face are realistically rendered, but if you were to squint your eyes and look at him as a silhouette, he’s got huge shoulders, his chest is like a barrel. It’s not realistic. On Diablo, that’s where I would pull back—from the broader forms and proportions to the details like wrinkles, minuscule details. Let’s work with more subtlety.”
BlizzCon 2019 Opening Ceremony Content Warning
Huang establishes challenges and goals of the character models and what makes a character convincing in the world of Sanctuary and Diablo IV.
Amelia Savery via ArtStation Magazine
, "I am scared of characters not being convincing or believable. They don’t have to be realistic, they don’t have to be live-action, but they have to be convincing enough that the viewer is not taken out of cinematic because there’s something off about the character. As long as these characters are believable in their world, in the way we are presenting them, then I am good with it.”
BlizzCon 2019 Opening Ceremony Content Warning
Definitely checkout the
full article
for additional fantastic concept art and design philosophy for Diablo IV.
More about Diablo IV
For more information on everything
Diablo IV
, please see our
Diablo IV Content Overview Guide
or the
September 2020 Quarterly Developer Update
.
Diablo IV: Everything We KnowSeptember 2020 Quarterly Update
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