Mafia 2 on Maxcon 2008


July 15, 2008

Last weekend in Prague was conference about graphics Maxcon 2008, which already sets up the fourth year www.maxarea.com server. At the conference speaks people from the 2K Czech, namely Roman Hladík and Martin Zavřel. Martin Zavřel present the 2K Czech company and left word to Roman Hladík, who analyse used graphic technology of interior and exterior Mafia 2.

Video from conference

(full resolution of screenshot is in screenshots gallery)

4 new screenshots, which are cut out from videos and that is why the screenshots were low-class, have been appeared at the presentation. At the first screen is interesting, that it´s from the same action as one of the older screenshots.

(full resolution of screenshot is in screenshots gallery)

The second screenshot is cut from the scene, where is Vito situated at already known weapon dealer. At the screenshot you can notice a well-known effect of Depth of Field.

(full resolution of screenshot is in screenshots gallery)

The third screen is depleted of traffic on the streets, because it was develope only for the conference. Outdoor locations must dispense withhout occlusion maps, because the use of memory.

(full resolution of screenshot is in screenshots gallery)

The fourth and last screen is from the already known Fast Foodu (DELI bar), which you can see on this screenu. Roman Hladík shows there what effects and features were used to the model of the interiér, that looked realistically.

Detailed analysis of third screenshot

“Exposed” detail of this image is without dart shadows and contains only a simple material. Note trees, that the leaves form a sort of “pocket” where the effect of leaves can be seen after use the material.

On the second detail is already enabled dart shadows and applied normal maps, which supply to the objects plasticity and detail.

The other detail include diffused maps and specular and environmental highlights. Trees have been already returned to the original shape and texture is made from the most of  photos.

On the last detail of this screen is contained postproces, which softens the image. Next is included fog, for a better perception of the image.

Detailed analysis of fourth screenshot

On the first detail is only a simple material and light without dart shadows (only sheer geometry without shaders).

Ot the second detail are already enabled dart shadows (two light sources – an effort to comply with a maximum of 3 light sources in one scene, because of hardware performance), also with the enabled shadows  you can see the normal maps, which supply to features and to other objects plasticity. In the rear of the room is still a light of point type, which simulates the light reflection, there where are places too dark.

On the other detail is already applied Ambient Occlusion map, the generation of this map will render detects the surrounding buildings and, according to the pixel get dark or remain bright. Bright stay only when the object is located in a free space.

Fourth detail includes diffused and specular level textures. To save memory (hardware performance) are used small textures, which are linked, but repeated. Detail doesn´t contain the postprocess effects.

The last detail is already complete render with postprocessing, (bloom effect), which is on this scene a little bit exaggerated, mingle colors and softens the scene.




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