EsppiraK
Newcomer
How did you get that info? Did you extract the models? Or just by observation?I was going to show some interesting features and tricks in TTT visuals, that have been carefully treated to achieve it's visual presentation.
I m going to post some images when I have the time.
Namco experimented with the desired look offline and then tried to replicate them as close as possible. There was even an offline concept render shown by Namco before PS2 was fully revealed of Howarang's stage and Nina, taking place in a similar setting and lighting condition as in TTT.
A lot of elements in the environment were offline rendered and baked into textures. A great example is the indoor Ogre stage. The symmetry of the stage was a great trick to add a lot of detail and mirror the detail without killing the limited VRAM. Eddy's stage also has this on the huge background rock that looks like it's normal mapped. The grass shadows were also rendered offline, baked on texture and re added to the realtime ground with the grass planes
Elements that are dynamic in nature (material effects that can't be faked and lighting) were manually replicated in EV maps and lighting was adjusted to mimic the color values of the offline render as much as possible. The lighting in TTT is the best implementation I ve seen that gives the illusion of proto-global illumination. Other elements like volumetric lighting were skillfully replicated via alphas (Jin's stage)
Hues on characters come from the right directions, often mimicking light bounce from the environment. Even the ground (see Xiaoyu's stage reflecting a metalic hue from underneath or Yoshimitsu's stage, where The underneath of characters receive color values that give the illusion that the snow is reflecting white light on them). It's all a trick but does wonders in blending all elements and give a CG look.
Textures look like they are sampled from real life materials
Namco also handled properly baked textures in background objects were they could such us objects that can be duplicated and still look natural in the environments lighting and angles. I.e the wooden columns in Jin's stage I believe have baked speculars into the texture. But I d like to see a free camera hack to confirm. Golden lion statues probably due to their complicated detail didn't look right therefore they also relied on baked textures to mimick a metalic look, not actual metalic material. Heihachi's statue in School stage is fully metalic. It saves memory to have duplicated objects with one metalic material, rather than have two textures with baked lighting for each due to different placement in the environment.
On the other hand most, if not all metal objects in Nina's stage are metalic with EVs. That stage does some thing really interesting though. The floor has some detail that doesn't look geometrical from some angles but the lighting behaves so convincingly that they look like they are either normal mapped or geometrical protrucions. The protrucions are too smooth to believe they were actually modelled. If it's just specular maps that's some crazy magic Namco has done there.