

They even had the colors already in the model and outlines.īut no, their process ends with a 2D hand-drawn sprite. In Blaze Blue the 3D models had such quality that they could have nearly used the rendered sprite for the game. I've been following this guys for a very long time now and with each game they have increased the use of 3D models as reference for the animators. With today's technology, the difference won't be much compare to high quality 2D hand drawing (as proven in the Guilty Gear Xrd trailer even when there are polygons in close up shots) as we could reach more than 15 - 20k poly counts per character (could be more for this kind of game), so this year is the right year to do so. I saw on how difficult it is to maintain proportion/lighting in 2D hand drawing animation, and 3D simply cut that task off. If this is true, it is extremely efficient for development to achieve this style.įor me all of these are meant to maintain the purity of anime style but with the most efficient production pipeline they could get by using 3rd party engine and do it in 3D.

And I don't think they simply drop the FPS down, but there are some accentuation at certain moves, which I think it could programmatically achievable during collisions or limitations on when to draw.

The texturing and modelling also require some tricks.īut what amazes me is, if this is true, the animation is automatically chopped to achieve hand-drawing like anime instead of manually marking each important frame to draw. For example, the shadow is not even following the global light from the sun, but if it does, I believe the "anime" style would not be achieved. It requires a lot of tricks to achieve this.
