Hiiii! It’s this fool again! 😛
Hope things are alright with you! Still apocalypsing it up? 😀 Here in the UK, people are allowed to go to the pub now, or something. I think we’re also allowed to go to the shop without having to queue. Apparently all of this went very well and there were no problems at all, lolololol. 😛 I dunno, I’ve not been watching the news, and the only reason I’ve left the comfort of my flat in the past 2-3 months was to put my rubbish in the bin. 😛 No, I’m not scared of the Death Virus. The only reason I went outside before the outbreak was to go to work. Other than that, I have no real need to go outside, because computers are inside. 😛
So yep, still business as usual for me. Doing work, playing games, making renders, eating, sleeping, repeating. 😀 And on the subjects of renders and games, oh boy, do I have a render for you today! It’s my biggest, most ambitious one yet! And it’s based on a game! A game render! A GRENDER! 😆 NO MONGMASTER NO! 😛
I’m not sure exactly what triggered it, most likely a totally random epiphany that happened while I was showering or daydreaming, but I had this sudden idea for a scene. It was inspired by Dynasty Warriors, probably one of the most polarising game franchises ever. You either love it, or you don’t enjoy hitting thousands of dumb peons with a stick for some reason. I’m the former. 😀 DW3 was the first one I played, and I’ve loved it ever since, although I wasn’t a fan of DW6, and I haven’t played DW9. I really don’t want to know what they did to get such an… immensely negative reaction. 😛 I’ve enjoyed games outside of the core series, as well: the Samurai Warriors crossover game Warriors Orochi was fun, the Monster Hunter-inspired Dynasty Warriors: Strikeforce was interesting, and I quite enjoyed Fire Emblem: Warriors on Switch, too. My favourite game in the series is DW8: Xtreme Legends, though, by a pretty big margin. And even though I enjoyed the older games, I’ll admit, looking back, they were… much, much less good than DW7 and 8. 😛 And the voice acting (well, most of it, some of the actors put on a surprisingly good performance) is still fantastically bad. But that’s part of the fun! Not as much fun as, say, the voice acting in Earth Defense Force 4, but still… 😛
Anyway, to help explain the idea I had, here’s a bit of background for those who might not know. 🙂 There’s a character called Guan Yu: tall, bearded, wrecks face, eventually gets face wrecked at Fan Castle, spoiler. 😛 He’s been my main man since DW5. 🙂 In all games before DW7, one of his weapons was called “Blue Dragon”. It’s also the only weapon that I know of that is referenced in voice lines. In DW5, if you trigger a True Musou Attack while playing as Guan Yu, as the camera spins around, he’ll say “Roar, Blue Dragon!” before starting to pwn every fool in front of him. 😛 He also uses the same quote in DW8 at the start of his Rage Musou Attack. (That link goes to a video I put together for reference. 😀 )
And that weapon was what got me thinking. “What if Blue Dragon was being swung by an actual blue dragon? While wearing Guan Yu’s armour? Holy crap he could be called “Guan Ryu“!” (“Ryu” being Japanese for “Dragon”). Stackin’ wordplay and references like a madman! 😆
I laughed to myself because I am sad. 😛 But even though I loved the idea, I quickly went to dismiss it. “Nah… that would be amazing, but it’s impossible on so many levels.” I thought. “I’d need to rip assets from the game for one thing, and that’s probably not happening. Who’s gonna have written something that can rip assets from Dynasty Warriors games? Hell, even if that was possible and I actually did get the models out of the game and into a format DAZ Studio could understand, I’d need to fit a suit of human armour onto a dragon. That’s the most ridiculous ide… ah, wait, hang on… that thing I did the other day… maybe it actually is possible…?”
“Wait what the fuck don’t be stupid” I hear someone say all the time, but this particular utterance of the phrase manages to get my attention. 😛 Yeah, it sounds totally stupid, but there is something I learned not too long ago. While dicking around and experimenting in DAZ Studio, I managed to figure out the purpose of a tool I never understood before: the Transfer Tool. It basically takes a “source” figure, copies its skeleton onto a “target” figure, automatically sets up weight mappings and everything, then fits the target figure onto the source figure as if it was a piece of clothing. Theoretically, this means that any item of clothing can be fit to any figure, provided that the clothing fits around the figure in the first place.
After realising this, before I knew it, I was at the computer looking for a way to rip assets from Dynasty Warriors 8. 😛 I thought that would end up being the barrier, but surprisingly, I found a solution quite easily. There’s a tool called Steven’s Gas Machine (the executable is called “xentax.exe”, though, shrug) which can rip assets from a bunch of different games, a lot of them being Warriors/Musou games. It’s pretty much as simple as moving some files to a folder, answering some questions, then waiting for a while. There’s also Ninja Ripper, an almost-global solution which hooks into the game you want assets from, and upon hitting F10, it attempts to dump the models and textures loaded into memory at that moment. To view the ripped assets and get them into a usable form afterwards, there’s Noesis, a model, image, and animation viewer/converter. Its interface isn’t particularly great, but hoooooly shit it sure can convert. 😀
After seeing that it was potentially quite easy to get assets out of the game and into DAZ Studio, and that it was theoretically possible to morph a set of human armour to fit a dragon given enough time and effort, I thought “well, I might as well give it a shot, at least”, and began recording for the timelapse. It took absolutely friggin’ ages, and there were several times when I thought “crap, I don’t think I’m gonna be able to do this after all”. But I kept at it… and kept at it… and then, finally, 70 hours and 234GB of video files later… I actually completed this insane endeavour, producing something that didn’t resemble a gigantic poop! 😛
So, I very, very excitedly present to you… “Roar, Blue Dragon!”:
YYYYYYYEEEEEEEEEEEEAAAAAAAAAAAAAAAHHHHHHHHHHH!!!!!!! WOOOOOOOOOOO!! 2,000 KOs! TREMBLE BEFORE THE GOD OF WAAAAAAAARRRRRR!!!
*ahem*. So, ah… yeah. This… this went well. 😆 Honestly, I’m still a bit shocked that I’m able to share it with you, because I thought this project was going to fizzle out as I was trying to fit the armour to Dragon 3. But when I finally got it morphed to the correct shape, and when the Transfer Tool just worked, I started to believe it might actually happen. 😀
Maaaan, I’m so, SO happy with this one! 😀 I think it’s my best render yet! I also think it’s a milestone for me, because it pushed my skills beyond their limits, and I did so much stuff to create this that I’d never done before, or never truly believed I could do. 🙂 But hey, who cares what I think, I’m way more interested in what you think! Let me know! 😀
Before I go on to talk about the process, for those who just screamed at me, YES, I KNOW, the weapon he’s holding isn’t actually Blue Dragon. 😛 It’s Heavenly Dragon (or Moon Dragon in Orochi 4). Getting hold of Blue Dragon would have required me to download Dynasty Warriors 6 (which I don’t own) and use Ninja Ripper to maybe get the correct weapon model. I didn’t really want to go through that. Besides, Heavenly Dragon looks way better than Blue Dragon. It’s actually blue for one thing! 😛 I might do an alternate version with the correct weapon if enough people complain. So if you wanna see that, complain like crazy. 😆
And also, YES, I KNOW, Dynasty Warriors is set in China and the “Ryu” in Guan Ryu is Japanese. But hey, Dynasty Warriors is made in Japan, so mleh! 😛 “Guan Long” would’ve probably been more fitting, but “Long” and “Yu” don’t even share any letters, maaaaaan! I’ve gotta take some concessions when it comes to Epic Wordplay. 😆
“And WHAT ARE THOSE THINGS IN THE SCENE?! HUMANS?!?!?!” Yes, I finally rendered those ugly things. 😛 Hilariously, it’s the first time I’ve ever rendered a human outside of test renders. Hell, even in test renders, I’ve only rendered a human once! 😆 I reckon they were necessary, though; without them, it would’ve been a bit less obvious that the image was a Dynasty Warriors reference/parody/tribute. 😀
Anyway, because quite a lot went into this render, I am going to ramble ALL about how I did it, mainly for my own reference, but I do hope it helps someone else at least a little. 😀 But don’t worry, people-who-don’t-care! I’ve got a very convenient TL;DR link which should hopefully skip you right past it. If you’d rather read more exciting things like the RENDER STATS, go ahead and click the link below. 😀 No, it’s not a link to Never Gonna Give You Up. Okay, it might be. Slightly. Mostly not. 96.5% not. 😛
The first step was getting the armour out of Dynasty Warriors 8 and into a format that DAZ Studio could understand. As mentioned above, I used a couple of tools for this: Steven’s Gas Machine and Noesis. Using Steven’s Gas Machine was simple enough, I just pointed it at the game files, and it did its thing, dumping all the assets into a folder. The hardest part was sifting through all these assets, because of course, they didn’t have any meaningful names (see screenshot). 😛 I used Noesis to go through them, eventually finding Guan Yu and his weapons. It was around this moment that I realised that one part of my joke was going to fall over. Blue Dragon hasn’t been in Dynasty Warriors since DW7. 😦 As a result, I had to settle for the next best thing, Guan Yu’s ultimate weapon: Heavenly Dragon.
When I’d found the models, next was figuring out what format gave the most usable results in DAZ Studio. I tried FBX first, because it’s what we use at work and it seems to work well there. I’m pretty sure it’s a common format, so it surely has some decent support, right? Lmfao no! DAZ Studio did literally nothing when I tried importing it. No feedback at all. 😛 So next up, I tried OBJ. This worked, but the model contained a single material group, meaning that it was going to be a li’l bit of a chore to get all parts of that single material to look good.
The last thing I tried was DAZ’s own format, DAE (Collada). Importing this format gave me no options and made Guan Yu appear as a MEGA GIANT, but weirdly enough, he was separated into many different bits. This made it extremely easy to remove the parts of Guan Yu that were Guan Yu, leaving just the armour. However, this was a trap that contributed towards the pain and frustration and swearing experienced later on in the process. 😣 Of course, I didn’t know it at the time, so I just plodded on thinking “yay, easy!” 😛 After getting the models and textures in successfully, I pulled in Dragon 3, creating a fun little “teaser” render for someone who gave me really useful feedback on Dino Disco. 😀
I wanted to increase the quality of the armour before starting to morph it to fit the Dragon 3, but this is where my respect for ZBrush kinda died a bit. 😛 You see, I found that ZBrush, despite its power, has a pretty glaring flaw. It can’t handle multiple material groups. It claims it can, but really, it can’t. I sent Guan Yu’s armour to ZBrush. It had four material groups when I sent it. I then immediately sent it back to DAZ Studio as a new model, without changing anything. The new model had one material group. It just doesn’t seem to understand that a model can have several material groups. If you split the model into several parts and send that to ZBrush, each of the four “SubTools” (ZBrush’s word for “models”, no idea why because you tend to use tools to shape a model, not brushes to shape a tool, lmao 😛 ) then have their own material, and you can allegedly combine them into a single SubTool but retain their grouping info inside “PolyGroups”. But when you do that,
ZBrush DUMBBrush just kinda goes “lol fuck UV maps they’re stupid” and throws them away, so when you send that mesh back to DAZ Studio, even if all the PolyGroups have been separated back into SubTools again, DumbBrush gives DS completely bullshit UV information and you can’t reapply any of the texture maps! AAAAAAAARGH DUMBBRUSH YOU’RE THE LAST THING I EXPECTED TO SCREW ME OVER!! 😦 So yeah. I couldn’t do jack shit with the model quality in the end because I had to choose between losing the material groups or losing the UVs. And they’re both kinda very important. 😛
But anyway, despite that annoyance, I’d at least gotten the model into DS. That was the easy part, though. The first major ordeal followed: getting the armour to fit Dragon 3. I understood the basic process: put the target figure (Dragon 3) in the zero pose at world centre, get the source figure (the armour) morphed so it fits visually, then transfer the source to the target using Transfer Tool. It’s just that the process of getting the armour to fit a creature that was definitely not in mind during the armour’s creation process was… very difficult. 😆 To do it, I used ZBrush’s transformation tools, along with the “Move” and “Move Topological” brushes to stretch the model to fit Dragon 3, frequently exporting it and saving my progress as I went along. Thinking back… although it was time-consuming, it wasn’t too painful overall. The hardest parts were the ornament on his right shoulder, and his hind legs. The legs of the armour intersected with each other, and it was frustratingly difficult to pull them apart so they matched the Dragon 3’s T-pose. As for the boots, I just looked at them, brought D3’s foot next to one, said “heh, no way”, and promptly deleted the polys. I didn’t even want to try that shit. 😛 Besides, I think he looks way better without them! 😀
The morphing process took around 6 hours in total, and I was terrified that the Transfer Tool wasn’t going to work when the moment of truth arrived. 😛 But when it did, and when I applied one of the Dragon 3’s preset poses to test it, I totally felt like Success Kid. It was a true “thank fuck for that” moment. 😆
Of course, it wasn’t immediately a perfect fit (not like it ever fit perfectly 😆), as was evidenced when I broke in the outfit with a more suitable test pose, one based on Guan Yu’s run cycle. There were a couple of things that were ridiculously wrong, and a ton of other things that were less wrong, but still wrong. 😛 The ridiculously wrong things were the shoulder decoration on the right shoulder and the medallion on the left. They were warped to a hilarious degree and needed separating from the main armour.
I imported a fresh copy of the armour, deleted the ornament and medallion on the morphed armour, and deleted everything apart from the ornament and medallion on the fresh armour. I used DAZ Studio’s built-in Geometry Editor Tool for that, which I wasn’t super-keen on at first, but it’s actually pretty easy to use, and I ended up leaning on it quite a bit. 😀 The other problems consisted of some polygons (mainly the bits of fabric that move in-game) poking through each other, making the armour look terrible. This is around the time I realised that something wasn’t quite right with the model, and when that easy solution I stumbled upon when importing the model came back to bite me. Some of the vertices on the model weren’t welded together. They occupied roughly the same point in space, but it was possible to move one but not the other, causing the model to “tear apart at the seams”. This plagued me for the rest of the project. It also made it impossible to apply subdivision to the model, so I was stuck with it at game resolution. 😣 I’m not truly sure what I could’ve done to prevent this. There was a couple of steps mentioned in Steven’s Gas Machine that I didn’t do, because I thought they were optional and I didn’t even have Blender installed and I don’t even know how to Blender. 😛 Maybe they were critical to making the model less janky? I dunno…
Anyway, that was the first hurdle passed. Ah, but there was something with the textures, too. Guan Yu’s texture map was 1024×1024, which is okay for a game, but really quite low for rendering. The weapon texture was even worse: 256×256! 😦 I wanted to upscale them, but knew that just making the textures bigger in Photoshop wouldn’t really do much. That’s when, after having a look to see if there was an upscaler that could upscale more better, I discovered the fantastically-named Waifu2x. 😆 It’s designed for images with an anime-like art style (hence the name 😛 ). It somehow supports photos, too, but probably not as well. Despite Dynasty Warriors having a more realistic art style, I thought I’d give Waifu2x a try and see if it could improve things. It ended up being more like Waifu4x, because I increased the texture size of Guan Yu’s armour to 4096 and the texture size of Heavenly Dragon to 1024. 😛 I also used it on the normal maps. It made a pretty big difference. Definitely keeping that tool in my arsenal for the future. 😀
(I had an Image Compare widget/block thing here before, but it was useless because it didn’t let you zoom in, so here’s a gallery instead 😛 )
Of course, no project goes from start to finish without DAZ Studio trying to shit all over me in some way, and this one was no exception! 😛 Around the point I was splitting the medallion out from the armour, DAZ very randomly and very quietly decided to, oh, sextuple the size of my scene. Yes really. The scene was around 3MB, and then suddenly it was 19MB. I don’t know why. Maybe it was bored? Maybe it thought things were going too well and wanted to waste like an hour of my time? Shrug. I only realised there was a problem when DAZ Studio locked up when saving a bit later on, and then locked up again while attempting to reload the save before the one it just failed to save. It had literally shat out scene files that it couldn’t open again! Aaargh! 😡 It’s a good thing I save so much, because I only lost 30 minutes of work because of that, thankfully. Annoying, but at least it wasn’t hours of work. However, it did make me save the scene extremely frequently for a while afterwards as I tried to figure out what I did wrong. I never figured it out, because it never happened again. So I likely did nothing wrong at all. Thanks DS, you massive anus tart. 😑
The second hurdle was creating the peons that Guan Ryu would smack. The minor soldiers that don’t do much other than get owned by you. I call them “peons”. 😛 At first, I thought I’d just use a figure created by DAZ (Genesis 8 Male), but after realising that there weren’t any outfits available that matched the Dynasty Warriors vibe I was going for, I decided to bite the bullet, and began an attempt to rig the peon model myself. This was a massive first for me, because this is something I’ve been wondering how to do for quite a while, but felt that it was beyond what I was capable of.
First off, I had to get the peon into DAZ Studio in the first place. Not quite as easy as I was hoping it to be. 😆 It turns out that Dynasty Warriors 8 randomly generates peons using various models for the head, body, arms, and legs, pinning them together and animating them on the fly. While there were full models of what looked like soldiers you see in-game, their textures were insanely low-res. I imagine they were guys you could talk to in the camp during Story Mode or Ambition Mode. I realised the peons were randomly generated when I kept finding various bits of a peon instead of a full model, and looked at one of my reference screenshots to confirm it. So, I just picked out some parts to assemble one, exported the whole scene from DS, then reimported it again as a single mesh. Job done!
Apart from that I wasn’t gonna fall into the same trap again as I did with Guan Yu! 😛 I wanted to make sure the model was in good shape before I started rigging it, welding together the vertices to prevent the mesh from falling apart this time. I did this using the Auto Weld tool in the only modelling program I had installed at the time: Hexagon, also created by DAZ. It communicates with DAZ Studio, too, which is nice. Sadly, the program has gotta be about 283 years old, and it’s fucking horrible to use, too. All I wanted to do was weld all the vertices on the model to other vertices close by. But the way the UI works is so utterly, utterly stupid. It’s something like… you select the weld tool, and it immediately takes effect. Uh, I think. If you click anywhere on the model after doing this, there’s a chance Hexagon will just crash. But if you send the model back to DS after seeing the weld tool has done what you wanted, there aren’t any changes. That’s because the change you saw in the viewport is merely a preview! To actually apply the thing you want to do, you’ve gotta press the button over to the right in the Properties window (a button that is always there, even if you have no tool selected) that says “Apply”. No, wait, “Accept”! Apply? Accept? Which one is it again…? God damn. I just had to refer to the raw footage used for the timelapse, which I narrate to help me remember things. 😛 “Apply” either does nothing, or shows you the new settings you chose. “Accept” applies the settings for reals and doesn’t allow you to undo afterwards. Wtf. It’s ass. Like 100% pure ass. I can only assume that the people working at DAZ are actually insane. I mean, this is kinda unrelated, but they did send me an e-mail yesterday saying that I could “Get all Michael base models FREE”. Of course, I quickly found out that they’re only free if you pay! Omfg THAT MEANS THEY AREN’T FREE!! Stop clickbaiting me you insane dumbfucks! 😡
After getting the model into a good state, I began creating a really basic rig. And it was so much easier than I was expecting. 😀 Sure, there were probably a bazillion issues with my rig, but it was good enough for my purposes. 🙂 I used a couple of DAZ Studio’s built-in tools to accomplish this: the Joint Editor Tool and the Node Weight Brush Tool. Both are now in my toolbar. 😀 The Node Weight Brush is annoying, though. The controls aren’t obvious, and sometimes it refuses to let you erase some weight mapping you’ve done. But yeah, it was quite simple to do. Time-consuming, but simple. You basically create the skeleton using the Joint Editor, then for each bone, you paint weight mapping for each axis of rotation. It lets you copy one axis of rotation to other axes, which is great, but it doesn’t let you mirror weight mappings across bones, though. And that’s really annoying. It lets you mirror it over the same bone, but that makes no sense. Rotating the left hand shouldn’t rotate the mesh where the right hand is. 😛
But of course, this being my first time doing rigging, I fell into another trap. And it was caused because I’d welded the model together, this time! Argh! 😣 The mesh for the legs, just like Guan Yu’s, intersects. That is, the fabric on the left leg cuts into the right leg (and vice versa, of course). Because I’d welded close vertices together, I’d actually accidentally welded his legs together, and didn’t realise this until I’d almost finished the rig. What I should have done is figure out a way to exclude certain vertices from being welded, and made sure to exclude those between his legs. Since I was already 90% of the way through rigging, and redoing the model now would cost me about two hours, I decided to chav it and deleted a large section of his right leg. It was a dirty move and I’m sorry. Not sorry. 😛 Screw you guys, I SAVED TWO HOURS OF MY LIFE! 😛
Weirdly, though, even though you weight map specific bones to specific parts of the mesh, there’s an extra dull-ass step you need to take before you can actually select these bones in the viewport. Of course. 😛 You need to assign “Face Groups” to sets of polygons, and assign those Face Groups to actual bones. When you click on a polygon that’s part of one of these Face Groups, the bone assigned to the Face Group is selected. I’ve no idea why they require you to do this step. I have no idea why there’s no automated process for it, because I’ve already weight mapped the polys to the bones. But it was a fantastically annoying waste of half an hour of my clearly-DAZ-doesn’t-think-it’s-precious time. 😛
After the rigging was complete, I put a ton of them into a test scene with Guan Ryu, in a pose that was close to the final thing. Everything finally felt like it was coming together. This was the first moment when I genuinely believed I was gonna get this thing done, and I was SUPER excited by it! 😀
For some reason, though, there was a two month gap between doing that test render and continuing work on the scene. And I think it was because of the VFX, which was the final hurdle that I could see. I’ve done VFX before, sure. Some examples being the cauldron glow and volumetrics of Fire Burn, Cauldron Bubble, the volumetric disco lights of Dino Disco, and way back when I was still a noob, the fire effect seen in Shoryuken. But they were all quite simple, really, while the VFX required for this scene seemed really, really complicated, and it was making me nervous. I wanted it to resemble the moment I was trying to reference in my scene, the last strike of Guan Yu’s Rage Musou Attack:
And I wasn’t sure I could replicate that, or even get close to it. Definitely not with my 2D art skillz. 😛 But anyway, I eventually manned up, and continued on. I was hoping to rip an environment from the game, but after a lot of searching through the game files, I just couldn’t find the terrain meshes. I imagine they they have some bespoke way of storing info about a map, and generate the terrain from an image, or something crazy like that. No matter, I ditched that idea and found an environment from the store that was a good match for the scene. 🙂 I rearranged the peons, set up lighting, tweaked the pose, fixed more costume issues… things were going really well. But all the while, that feeling kept gnawing at me. “Ya gotta do the VFX sooooon! You might Faaaail It because Your Skill Is Not Enooooough!” 😛
When that moment finally came, I decided to refer to the game’s assets to try and figure out how they did it. Instead of searching through about 90,000 images and God-knows how many meshes to try and find the VFX, I used the excellent Ninja Ripper to target specific moments in the game, and managed to rip the VFX textures and meshes fairly easily. They were a lot simpler than I was expecting, so I just decided to pull them into the scene to see what I could do with them. After arranging them into a shockwave kinda shape, adding emission to the material, and adjusting the colour to be just right, I suddenly became all hyper-giddy at the first pass. The filename of the scene saved just after I got the effect in was “Roar, Blue Dragon! 233 – PRELIMINARY PRELIMINARY PRELIMINARY PRELIMINARY PRELIMINARY NOW NOW NOW.duf”. 😆
So yeah, turns out I was worried for no real reason. Of course, something completely impossible and incredibly irritating had to happen anyway, because I’m me. 😛 There was a problem with the VFX textures, where they were clearly very low-res. I’d upscaled them to try and fix this, not with Waifu2x, just a simple bicubic upscale in Photoshop, with a bit of Gaussian blur added on to soften the edges of the VFX. For some reason, this texture rendered differently to the previous one. It’d lost a lot of its intensity. I tried again but without the blur. Same problem. I tried again without even upscaling the image, literally: put image in Photoshop, save out as JPG. Same problem! I made a copy of that image just using Explorer, and the copy rendered the same as the original, but for some psycho reason, even when following the exact same steps I did to create the image in the first place, it rendered differently! It absolutely blew my mind! I didn’t hash the two files to compare them, but there must have been something different. But then again… it can’t have been that different! They were even the exact same size! Saved in the same format by the same application in the same way! Here’s the panel of my redlines I created after this occurred, hopefully it helps illustrate what I mean. It completely destroyed my head. 😛
I ended up fixing the low-res issue in post with lots and lots of blurring and smudging and motion blurring and radial blurring. So it was okay in the end. 😀 Aside from the swipe, the fire spirals and the hit effects, the only other VFX left to do was a dust shockwave. I first resorted to a pack of “shaders” which couldn’t get anywhere near the effect I wanted. In the end, I realised that I could achieve it very easily myself. All I needed was a primitive torus, a simple gradient, and the ground texture that was already in use. Use the gradient as the cutout, the ground texture as the diffuse, and tweak until nice. Simplez! 😀
So, after getting through the VFX, that was it, Luigi. 😛 Got it rendered, applied all the postwork (mostly motion blur 😆), and finally, the scene I never thought was possible was aliiiiive! 😀 😀 😀 As for the HUD? That was easy; I just grabbed the HUD sprite atlas from the game assets, and spent some time matching everything up using a screenshot. 🙂 Rendered a very quick portrait version of Guan Ryu, nothing complicated, stuck it where Guan Yu’s face was supposed to be, and boom, complete! 😀 I did try to convert the game’s charmap into an actual font file, though, like a .ttf file. I gave up after a little while because it was turning out to be way more effort than it was worth. I came across a promising tool called… uh, FontTrace, I think? Unlike the other tools, I’m not linking to this one because I don’t want you to waste your time. 😛 It did nothing but write some useless zero-byte files. Even using the image it provided as a sample. Which was in a format the tool wouldn’t accept. Lmao. 😛 It was a very old and crusty tool, to be fair, so it probably just broke at some point in time. Anyway, I ended up scaling the charmap up so it matched the letters in a screenshot, then just manually copied and pasted the letters I needed, arranging them into the sentence I wanted to make. 😀
Whew… okay… that was the process. 😆 I have a feeling that I missed something, too, but I’m not sure. 😛 If you actually read all that, firstly, thanks for reading, and secondly, if there’s anything I did miss about the process that you wanted to know about, just give us a shout! 😀
I feel that this scene was accidentally well-timed, too, as I’ve very subtly referenced with an easter egg in the HUD version. 😀 Maybe you’ll see it if you’re an ultra-hardcore fan? I’m not, I didn’t even realise until I had an idle thought about it. 😆 But the KO count I used for the HUD version, 2,083, references a special thing that Dynasty Warriors, or rather, Shin Sangoku Musou, will celebrate soon. Let me explain a little first: Dynasty Warriors 1, known as simply “Sangoku Musou” in the East, was a totally different game to the Dynasty Warriors we know now. It was a 1v1 fighting game like Street Fighter or Tekken or whatever. Dynasty Warriors 2 was the first hack and slash of the series, and the series has followed the same style ever since. Instead of them calling it “Sangoku Musou 2” in the East, they distinguished it as a different game by calling it “Shin Sangoku Musou”, or “True Three Kingdoms Unrivaled”. That’s why they’re one number behind the West (DW8 over here is called SSM7 over there, for example 🙂 ). So when Koei/Omega Force celebrate an anniversary of the series, it’s based on the release date of Shin Sangoku Musou, because that’s when the series truly began. And 2,083? 20-08-03. The series celebrates it’s 20th anniversary on the 3rd of August 2020. 😀
Was the easter egg worth reading all that explanation? PROBABLY NOT!! 😛
Anyway, let’s get on with sharing the TIMELAPSE! And as you might imagine, it’s the longest one yet! 😛 It might be a li’l bit more interesting than usual, though, since I did a lot of things I’ve never done before. Although… the length of it might pull things the other way and actually make it more boring than usual. 😛 Anyway, you can watch it here, if you like! It’s only 17½ minutes long! 😛 (I should probably warn about epilepsy here, the video does flash a fair bit since as it switches between darker and lighter windows about 22,000% faster than normal 😛 )
But hey, a longer timelapse means more music, and this time there’s literally no better way to alleviate the boredom than with some of the tunes from the awesome Dynasty Warriors 8 soundtrack! I crammed in seven of them! 😀 I kick things off with “Fan The Flames“, the music played during the ABSOLUTELY BAT-SHIT INSANE intro to the original Dynasty Warriors 8. I thought the Xtreme Legends intro was crazy, but holy crap, the original intro makes that look like a documentary. 😛 (Highlight: Zhao Yun hits a boat with his spear after flying towards it surrounded by flame arrows, and the boat EXPLODES, then all the boats around that ALSO explode, then he gets on his horse while both him and the horse are FLYING THROUGH THE AIR UPSIDE-DOWN!! 😆)
After the intro music, I thought that “Welcome To China (DW 7th Mix)” would be appropriate next. I sent that track to my sister just before she actually went to China a while back. Also, whenever she sent some pictures back by e-mail, I always replied with a stupid Dynasty Warriors reference. She didn’t understand. 😛
Next up is “My Bad Fellow“, a classic from Dynasty Warriors 4, but it’s still part of the DW8 soundtrack, played during one of the hypothetical battles. I remember grooving to it quite a lot when first starting out with Dynasty Warriors. I think it was the track played during Pang Tong’s stage in DW4XL. 😀
Of course, I can’t not have Lu Bu’s theme in the timelapse, so next up is “Theme of Lu Bu (DW 7th Mix)“, the only character in the game with a bespoke theme. The DW 7th Mix isn’t my favourite arrangement of it, as they kinda messed with the classic main melody a bit too much for my liking, but it’s definitely got that familiar vibe. 😀
The penultimate track is the epic “Final Game“, played once during Story Mode, but most frequently during major battles in Ambition Mode. I first heard this track on the Dynasty Warriors 8 promo website when I heard the game was coming out, and it immediately made me want the game. 😛
“Wait, MongMaster, why is FINAL Game not the final track, you gorm?!” Well prawn, that’s because I wanted to round things off with my favourite song on the soundtrack, and in fact one of my all-time favourite pieces of video game music: “Heavenly Strike“. I love the way it fuses rock and traditional Chinese instruments so naturally and perfectly, I love the way it builds up several times as the song progresses, and when it reaches the chorus, I just can’t get enough of that epic lead melody. And it’s so Dynasty Warriors. If there’s one song that can describe the series, it’s this. 😀
I also snuck in “Victory Jubilee (DW 7th Mix)” right at the end, played when you win a battle. Because it’s apt, and I love that jingle. 😀 I used the seldom-heard extended version in the timelapse. It’s not in the sound test menu, and you can only hear it after completing a challenge in Challenge Mode, but it fades out. However, if you press a button while “Challenge Complete” is on the screen, it skips to the results screen without fading out the music, so you can groove to it forever. #themoreyouknow 😛
Oh, and if that wasn’t enough yammering about the timelapse, there’s one other boring thing that I want to say about it. 😛 Normally, I have something in the corner saying how many days I’ve worked on the scene, but for this timelapse, I put the exact amount of time, instead. Well, as exact as I could make it anyway. Sometimes I stop recording to take a break, or to refer to something that happened earlier. 😛 That’s why I know this render took about 70 hours to create. 😀 I did this because I felt that showing the days was slightly misleading before. Decorators didn’t take me six whole days, for example. Anyway, that timer was only possible due to some new video editing software I just recently discovered: DaVinci Resolve.
I normally use Adobe Premiere, but DaVinci Resolve is like a hybrid of Premiere and After Effects, with the critical difference that the basic version (which is ANYTHING but basic) is friggin’ FREE. What the actual hell. Why haven’t I heard about this program before?! 😛 Apart from the interface being all different and requiring me to re-learn where everything is, and it being somewhat… unstable at times, it works quite similarly to Premiere, and can do pretty much everything Premiere can do. It did have a terrible start by crashing silently and forcing me to start from scratch… twice… but it quickly redeemed itself and really showed its worth when I started playing with Fusion, the in-built visual effects tool. 🙂 Also, mine is a niche use-case, but I found the whole program super-accommodating for timelapses. 😀 After Effects claims it can only support compositions up to 3 hours long (even though I imported a Premiere project and it was perfectly fine with a 12 hour long one (shrug)), and while Premiere can handle sequences up to 24 hours long, that’s sometimes not long enough. As is evident by this 70-hour long one. 😆 DaVinci Resolve? Yeah, it kinda just shits all over them both and can support both timelines and compositions that are as-near-as-makes-no-difference 256 hours long. 😛 Although in the Fusion visual effects tool, I found that expressions break when you go past frame 1,000,000. Which is weird. Maybe I should file a bug report and give them a good laugh. 😛 I fixed that by using multiple compositions less than a million frames long and setting the start time of each of them differently. 😀
Anyway, enough about the timelapse! Now it’s time for the RENDER STATS!! 😀 Amazingly, this render, even with the environment and lighting and peons, was only taking around 4 minutes to render in the early stages. That kinda changed after adding the VFX and upping the render quality and resolution. 😆 Sooo, at 4K and Rendering Quality 2, rendering it took a GTX 1080Ti and a GTX 1070… 6 hours 23 minutes 38.32 seconds! So, not too bad. 😀 Although in hindsight, I have no idea how it went from taking minutes to taking hours. 😛 Oh, and as for the portrait render done for the HUD version? I have the time for that one, too! It took 15.97 seconds. Lmao. 😆 As for postwork? Aye, there’s a fair bit. I cleaned up some graininess, fixed a problem with Guan Ryu’s outfit on the left shoulder, removed two of the specular highlights on the gem embedded into his helmet, applied motion blur to the swipe effect, Guan Ryu’s right arm, and the peons in the foreground, added a fake bloom effect, and added some focus lines and a vignette. And of course, assembled the HUD for the alternate version. 😀
Ah, I nearly forgot: the progress history! It’s quite… tall, this time. 😆 I ended up doing 5 test renders and 17 preliminary ones before the final render. Here it is, you’ll probably wanna click on it to be able to see it properly. 🙂 Not sure why it’s so blurry before clicking on it, though. Probably WordPress’s fault. 😛
Since I know I can do this kind of thing now, if I ever decide to make a follow-up, and I’m not saying I will (although despite the duration and how much effort was needed, it was still really fun to do, and very satisfying 😀 ), I definitely know who I’ll be having the Dragon 3 cosplay as next. That goon over there. Zhang Jiao. 😀 Why? He’s my second-favourite character. 😀 I love how broken he is, gameplay-wise. If you equip him with the Throwing Knives (which are fully compatible and give him the maximum attack bonus), they can hit an insane number of times, filling 1 unit of Musou in a single combo if the group you attack is big enough. Then you can use that to fuel his secondary Musou Attack, which hits so many times that you can get his Rage from zero to maximum in a single attack. Then, if you trigger Rage and hit Rage Musou while his secondary Musou is still going, you can get to True Rage instantly. Repeat all this, and the amount of time he spends in Rage mode is ridiculous. 😆 Not only that, his voice actor is a legend. 😆 Here, I made a quick video to demonstrate. THE TIIIIIIIME FOR JUDGEMENT HAS COOOOOME!!!! 😆
Anyway, I think that’s all. Hope I didn’t bore you too much, and I really hope you like the render! 😀 I will finish this post with the following GIF. And by saying WordPress is shit. 😛