Video Gaming News - November 2002
London, UK (November 20, 2002) - We received the following details on
The Getaway focusing on the game's realistic graphics and how they were created.
From Sony:
Computer gaming fans can expect to see one of the most realistic games
to date when Sony Computer Entertainment Europe
(SCEE) releases The Getaway on December 6.
The long-awaited Playstation 2 game promises high-speed chases, fires,
explosions and gun battles that make players feel like they’re part of an
action-packed film. The setting is a 30-mile section of the foggy streets of
London so realistic that players can see the cracks in the pavement.
The more than 100 life-like characters and elaborate scenery would have been
impossible to create in a timely manner without the help of new 3D scanning and
facial morphing technologies.
Unprecedented Realism
The characters from the main actors to pedestrians, drivers and work crews on
the street are one of the most important aspects of The Getaway. Each
character’s face and actions appear as in real life, complete with blinking,
breathing and emotional expressions.
Players will be able to interactively explore the city on foot or by car,
entering and exiting buildings. They can steal a car and get into high-speed
chases with police. If anything is damaged during the chase, the game’s evolving
environmental structure will show that area cordoned off for repair the next
time the player passes by.
Reality of a Theatrical Film
According to Dave Smith, character artist, one of the most difficult and
time-consuming parts of developing the game was creating the characters.
SCEE wanted to create the realism of a theatrical film within the interactivity
of a 3D game.
“You have to have the proper realism to fully project emotions,” says Smith.
“We wanted the player to be able to see the expression on that character's face
and to empathize with him. You can’t do this by hand. You could never be that
accurate.”
SCEE developers achieved that accuracy by digitally recreating real actors
and their clothing. The ShapeSnatcher Suite 3D scanning and modeling system from
Eyetronics (www.eyetronics.com) allowed SCEE to scan and model the actors'
faces, and real-time motion capture put the finishing touches on the characters’
movements.
“ShapeSnatcher provided us with a great start to our in-game models,” Smith
says. “The scans are quick and accurate too accurate, in fact. The detail level
in the scans was far too high for us to run in real time on a Playstation 2.
Consequently, the character artists used the scan as a template to build a
lower-resolution model.”
Where the developers hit a wall in the process was in sheer volume of work,
Smith says. All of the more than 100 characters had to be modeled, rigged for
animation, and set up with SCEE’s proprietary facial animation system. Then they
all had to have their facial expressions modified to match the video reference
of the live actor being modeled. All of this was done four times for each
character to take into account one high-resolution cinematic model and three
in-game levels of detail.
“It was a hell of a lot of work, and that's not taking into consideration the
characters’ bodies,” Smith says.
Same Model, Different Face
Another Eyetronics software package, Liquid Faces, enabled Sony to shave
weeks off of the character modeling process, according to Smith. Sony used
Liquid Faces to automatically morph scanned faces to Sony’s custom template.
SCEE developers used a facial skeletal system developed in-house to make the
template. The system uses joints to simulate the actions of muscles in the face,
and by combining the muscle movements, the developers can produce smiles, anger,
shock or any other emotion.
“This presented us with a problem, however,” Smith says. “Everyone's face had
different proportions, and we needed the simulated muscles to line up under the
skin in the correct positions, or else very strange things would happen.”
That’s where Liquid Faces came in. Not only did it change the shape of the
character’s skin, it aligned the joints into their correct positions to
match the scanned actor’s face to the template.
“We had a single face template model, which had the required level of detail,
a facial skeletal system, and all the basic expressions and speech shapes ready
to use,” Smith says. “Liquid Faces took the raw scan data and this template and
morphed the low-resolution models to match the high-resolution scan. Then…viola,
one in-game character head. We just added hair and tweaked the animation
to match the actor's and it was ready to go.”
The software allowed SCEE developers to go from initial scans of the
characters to a completed model in a day and a half. Without Liquid Faces,
it would have taken two weeks or more to model them from scratch, Smith says.
Character files were then transferred to Alias|Wavefront's Maya 3D animation
software for final rendering. Actors’ motions were captured with an Ascension
motion tracker and brought into Kaydara Filmbox, a software program that
integrates the motion data with the 3D characters for real-time display.
An Immersive Experience
The result of SCEE’s process are characters and scenes so real that the
player is absorbed into the gaming experience, according to Smith.
“This project would have been a game without characters if it wasn't for the
ShapeSnatcher Suite,” he says. “Liquid Faces then allowed us to have a
consistent pipeline for our character head generation, which is so important
when dealing with the amount of work required for a game of this size.”
The mix of Playstation 2 hardware power, real-time 3D graphics, and 3D
scanning and motion capture has enabled Sony Computer Entertainment Europe to
create a game unlike anything that has come before it. Once players boot it up
on the Playstation 2, however, they aren’t likely to care too much about the
technology that makes The Getaway possible. They'll be too immersed in the
streets, characters and action of gritty, East End London.
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