To incorporate this design principle, Blizzard had to
D2R Items completely revamp its rendering engine and authoring tools as well as assemble teams of artists instruments engineers and rigging experts, lighting specialists, and experts in surfacing.
The result was "massive improvements" to the level of detail, and the surfacing of complex materials like clothes simulation, skin, fur, hair, and even small specifics like the highlights of the eyes and rivulets of sweat in the words of Mueller.
The additional benefit of this character art development emphasis is that the majority Diablo IV's story scenes will be created in-engine using the game models, creating cinematic scenes that feature the player's custom character in the action. Diablo IV's Rogue trailer for the announcement, as an example, was built entirely within the Diablo IV game engine.
With all those details though, Mueller stressed that all of these components were developed to function with Diablo IV's isometric views and camera system, keeping the visual information of Diablo IV grounded and readable.
"The fidelity we put into each character and their detail must be compatible with our video camera," Mueller explained. "Those taking a closer look will notice we favor larger-sized shapes on our armor and tend to
cheap D2R Ladder Items cut things that can affect readability.