Blender being used for SEGA’s Virtua Tennis 4

Katsuhiko Omori writes:

Hello

My name is Katsuhiko Omori and I work as technical artist at SEGA Japan.
One of my main responsibilities is to research new technology and evaluating them for a possible application for SEGA’s game titles.

In 2010, I designed a shader rendering pipeline for Virtua Tennis 4 (SEGA) with the help of Blender 2.4. I utilized the material node-editor to generate and compose different surface materials and fine tune the finale results. In this aspect, the node-system was an extremely helpful tool in exploring the possibilities of this artist oriented experiment.

VT4 adopted the ueber shader and thus was it possible to re-implement my designed materials and user parameters on the game console. The attached image illustrates the face-skin material – the most complicated shader. As you can see it is a rather complex combination.

At the beginning the ueber-shader produces real-time shading effects such as direct light and ambient occlusion passes [1].
The results are being combined with passes such as “diffuse direct light[2]”,”diffuse indirect light[3]”,”specular light[4]”,”sss[5]”and “sub fuzz scatter[6]”. After this lights are added [7], exposure adjusted [8], and finally converts the color spare [9].

Blender is for us a very valuable tool.

Katsuhiko Omori

 

Katsuhiko Omori

Sega Virtua Tennis 4

http://www.sega.com/games/virtua-tennis-4/

(c) SEGA. All trademarks used herein are under license from their respective owners.

 

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