| The successful action RPG
"Sacred" was developed by Studio II. We were called
in towards the end of production to create detailed background
images for the start and character screen. We had about three
weeks to realize the work.
Start Screen
The start screen holds the game's main menu
where the player can make basic settings like game options and
choose play modes. The menu text had to be easy to read on a
dark background and was surrounded by the Sacred symbol. This
guideline was realized in form of a cave entrance. The area
in front of the entrance had to be covered with shallow water,
which was animated later in the game using a displacement effect.
The entrance itself had to be surrounded by various plants.
In the background a forest should blend into morning fog. The
cloudy sky had to be animatable in the game later on. Therefore
the sky layer had to by tileable horizontally.
For the plants we used nearly exclusively
polygon Paint Effects. The default shader and textures were
reworked to provide a particular, homogenous look. The trees
in the background were divided into several layer to reduce
the poly count during rendering and gain better control for
compositing. The grass in the left front area was created using
the landscape tool "Spread Objects", which was originally
developed for the CG film "Back
to Gaya".
The clouds were generated using Maya's Fluids.
The layer was made tileable horizontally later on in Painter.
To create natural looking daylight we rendered
the geometry using a default shader without any textures with
Mental Ray's final gathering. This image was used later on in
composiing as a luminance map. Thus we could combine a scene
lit with spotlights and rendered with Maya's software renderer
with a final gather render pass in a flexible way.
The individual layers were combined in Digital
Fusion. Depth of field and fog were applied using a z-channel.
Finally we adjusted the colors globally as well as masked for
separate regions.
The water surface and plant in the right
front of the image had to be animated in the game. Thus we rendered
masks for these elements to be able to extract them after compositing.

Start Screen
Character Screen
In the character screen you can choose the
character to play with. The characters had to be positioned
in a semicircle standing on stone bases. They should be displayed
on top of the background screen as animated realtime models
using Sacred's 3D Engine. A cavern was chosen as environment
with the whole ground covered by water. Through a small opening
in the ceiling bright sunlight should light part of the cavern.
Since the Vampire Lady cannot stand sunlight she had to be positioned
in a plant's shadow.
The cavern was divded into three layers for
compositing. The first layer contained the cavern geometry including
the water. A large plant on the right that should cast a shadow
onto the vampire lady was put into the second layer. The lightbeams
emitted by the sun were rendered as third layer.
The cavern geometry was highly detailed to
get nice shading effects on the damp rock.
For the plant we used again Paint Effects
converted to polygons. We reused the textures from the start
screen and modified them slightly.
The render layers were finally combined and
color corrected in Digital Fusion. We modified the color nuances
of separate parts in the screen based on the luminance to give
the background a broader, interesting color range and mystical
look.

Character Screen
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