The programmers were able to create a system that allows the artist to use up to 50 lights per game object while not using the graphics processor. All dynamic lighting is done on the PS3’s SPUs. We separate direct light (dynamic lights and baked shadowing light) from indirect (ambient, skylight, bounce). This allows us to merge baked and dynamic shadows by blocking direct light. We use Turtle for baked lighting. After testing a number of different global illumination renderers, we chose Turtle because of its feature set, lua scripting, its speed and the wonderful support offered by the Turtle guys. Turtle gives us the ability to separate direct lightmaps, or direct vertex lighting from indirect. We use all of its global illumination features including final gather. We use image based lighting or skylights and we have the ability to bake ambient occlusion to maps or verts. We also use Turtle light probes (spherical harmonics) as one of our solutions for lighting the characters.”
Probably the most impressive feat in the visuals of 'God of War III' are the in-game facial animations. Kratos now looks more grizzly and menacing having him breath heavily and snarl throughout the game intro and well into the main gameplay. “We animate all of Kratos’ facial animation in-house, and several other main characters as well. For some of the secondary characters, we use Image Metrics’ performance capture system to record the voice actor’s performance and apply the pixel-by-pixel facial changes to the 3D model. Once these are implemented, our animators refine the animations further.” |