Skin, muscles and shaders. Everything a healthy character model needs.
When Uncharted 4: A Thief’s End was revealed at E3 2014, the first thing to be commented on was the games graphical fidelity. Despite the trailer looking pre-rendered it was in fact all in-engine, which is a truly impressive feat.
Recently, Corrinne Yu, who is working with Naughty Dog on coding graphics and animation for Uncharted 4, gave us some insight into her feelings on the importance of the finer points of the games already stunning visuals.
As any graphics fan worth their salt will tell you, a model can only look as good as the amount of polygons that you can use but Corrinne stresses that “I am into super high polygon count but what are important as well are skin and muscles and shaders on those high polygons too!”. Because what’s a character with a high polygonal count but no real depth? A boring character, that ‘s what.
But Corrinne has worked on Uncharted 4, Halo 4 and The Last of Us, so it goes without saying that she knows what she’s talking about.
She has also said “I started coding PS4 as of 2013 and learned a lot” but that given time she will improve even more, going on to say that she would like to look back at her current work in 2017 and see just how far she’s come. In her own words, “I would have gotten lots better”.