[Alice Gear Aegis Production Interview] Supervising 3D Modeling and Usage Tips for Quality Improvement

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Alice Gear Aegis, a 3D shooting game featuring girls armed with mechs, is brought to you by game developer Pyramid. We interviewed Humikane Shimada about how he utilizes 'CLIP STUDIO PAINT' when checking 3D character models and incorporating feedback into the modeling process.

 

[Interviewees]

Pyramid Inc.

President & CEO Junichi Kashiwagi

Design Department Manager Naoto Tanaka

 

Illustrator Humikane Shimada

 

(July 2019)

*This article is in Japanese. For non-Japanese sites, it has been machine translated.

Focusing on 'Alice Gear Aegis'

―― Please tell us about Pyramid's past work.

 

Mr. Kashiwagi:

We've created various games for consoles and arcades. Three years ago, we joined the COLOPL Group, and now we're developing for smartphone platforms. Currently, we are particularly focused on 'Alice Gear Aegis'.

 

―― What kind of environment do you use for development?

 

Mr. Kashiwagi:

We have about 25 designers in-house, broadly divided into 2D and 3D teams. For tools, the 2D team uses Photoshop, CLIP STUDIO PAINT, and Illustrator, while the 3D team uses Photoshop and 3D Studio Max.

 

 

―― You've adopted 'CLIP STUDIO PAINT'. Could you tell us the background behind its adoption?

 

Mr. Tanaka:

Pyramid is a 3D game company, so when I joined, most people were focused on 3D, and there weren't many dedicated 2D artists. Initially, Photoshop was the only 2D tool we had, but it was difficult to achieve the desired pen touch with Photoshop. So, since I personally used CLIP STUDIO PAINT back then, we decided to introduce it.

 

 

―― Now, we'd like to ask Mr. Humikane Shimada, the illustrator who supervises and designs the characters.

Could you tell us how you came to work with Pyramid?

 

Mr. Shimada:

I had a relationship with Mr. Kashiwagi even before I became a full-time illustrator. We had talked about it being nice to work together in the future, and after Mr. Kashiwagi became president and was in a position to make such arrangements, he asked if I wanted to. Since we've known each other for a long time, it doesn't feel like a 'client and outsource' relationship; it's more like we're working together amicably.

 

 

―― How long have you been using 'CLIP STUDIO PAINT', Mr. Shimada?

 

Mr. Shimada:

I used a different tool in the past, but its features became too complex, and I felt they weren't particularly necessary for me. Instead, I wanted to switch to a tool with lighter basic operations, so I switched to CLIP STUDIO PAINT a few years ago.

 

I decided to adopt it because it was easy to introduce price-wise, and I felt that CLIP STUDIO PAINT had already become the de facto standard in Japan, making it easy to ask the community if I had any questions, and many colleagues also used it, so I thought there would be no problems.

 

I use CLIP STUDIO PAINT and Photoshop for production, but Photoshop is only used for some filters and final processing, with 90% of the work done in CLIP STUDIO PAINT.

 

Photoshop is photo-retouching software, so when it came to drawing as a substitute for pen and paper, it wasn't very intuitive and I struggled at first. On the other hand, CLIP STUDIO PAINT was easy to get into from the start. Since it primarily incorporates feedback from users who draw manga and illustrations, the necessary actions for drawing can be performed right from the beginning.

 

 

Utilizing 'CLIP STUDIO PAINT's' 3D Import Feature in the 3D Model Production Check Process

―― In which stage of game production do you use CLIP STUDIO PAINT?

 

Mr. Kashiwagi:

We primarily use CLIP STUDIO PAINT for illustration production, but separately, we're using it in a unique way for the 3D model production process, different from other companies.

 

When requesting character designers to check 3D models, the previous workflow was to launch 3D software → take screenshots → launch CLIP STUDIO PAINT → write correction instructions on the screenshots.

 

However, since CLIP STUDIO PAINT can directly import 3D models, we can load 3D models created from character designers' rough sketches into CLIP STUDIO PAINT, display them, and have them write correction instructions directly on the models.

 

For example, when we created the main characters for 'Alice Gear Aegis', Pyramid first placed an order, and Mr. Shimada provided rough designs.

 

Since the characters will ultimately be in 3D, Pyramid creates 3D models from the rough designs. We then send these rough models, which are 3D models in a polygon-modeled state, to Mr. Shimada in OBJ format, which can be read by CLIP STUDIO PAINT.

 

Mr. Shimada can directly check the 3D model itself and write proportion correction instructions using CLIP STUDIO PAINT.

Not just characters, but individual weapons are also provided in OBJ format. Mr. Shimada points out shape issues and other design problems, similar to characters, and the design is refined until completion.

 

Mr. Shimada:

Because I can write correction instructions directly in CLIP STUDIO PAINT, there's no longer a need to launch separate 3D software for checking. I can check 3D models from various angles in real-time, and quickly change the angle for writing correction instructions midway through.

 

 

―― How did you come to adopt this method of utilization?

 

Mr. Shimada:

I knew that CLIP STUDIO PAINT could handle 3D, but I hadn't used it for my own production. When Mr. Kashiwagi told me, 'You can import OBJ files into CLIP STUDIO PAINT and check them,' I thought, 'That's easy!' and started using this checking method.

 

Mr. Kashiwagi:

Personally, I've been using CLIP STUDIO PAINT for a long time, and there was a description that 'CLIP STUDIO PAINT can import 3D models and use them as a guide for manga production.' I wondered if this could also be used for checking work.

 

When we actually tried it with data exported in OBJ format, the shader looked very good, and outline adjustments were also possible, allowing us to display it almost exactly as it would appear in the game. I believe it's an ideal viewer for game creators to confirm the cell-shaded look they want to achieve.

 

From there, we proposed it to other illustrators besides Mr. Shimada, and it worked out well. Now, the entire company recommends using CLIP STUDIO PAINT for checking. It was also easy to introduce financially.

 

 

Reducing Effort and Increasing Work Speed Directly Leads to Uncompromising Quality Improvement

―― What were your impressions after actually trying the workflow of checking 3D models with CLIP STUDIO PAINT?

 

Mr. Shimada:

I still don't really know how what I draw will appear in 3D, so it's not good to finalize the design too much at the beginning. Also, the more detailed I draw the initial design art, the harder it is to make corrections later. It's easier to focus on refining detailed decorations after establishing a rough silhouette.

 

It's a huge advantage that correction instructions can be completed within CLIP STUDIO PAINT. Being able to give instructions with a tool I'm familiar with is simply easy and fast. While other methods can also be used for checking, they tend to be more cumbersome, making one prone to settling for 'it's not perfect, but it's too much trouble to fix, so this is fine.' Since it's easy and fast, I can write more detailed instructions, which directly leads to quality improvement.

 

Mr. Kashiwagi:

Being able to conduct the design adjustment process while viewing the 3D model in a cel-shaded look was truly groundbreaking. Previously, it required switching back and forth between 2D and 3D software: loading models into separate 3D tools, taking multiple screenshots, and bringing them into 2D software. Now, it can all be completed with just CLIP STUDIO PAINT.

 

Since the checking process is easy and fast, character designers can review the game's 3D models right up to the very end. Reducing effort and increasing work speed directly leads to uncompromising quality improvement.

 

 

―― Can this workflow be applied to other game productions?

 

Mr. Kashiwagi:

We haven't built any special systems, so I think it can be applied to any other 3D project, not just 'Alice Gear Aegis.'

 

...In terms of streamlining the workflow, it might be a company secret, but I ended up talking about it because I thought, 'It's so convenient, everyone should try it!' (laughs) I hope it becomes the de facto standard in the industry.

When considering how much the burden of work can be lightened, 'CLIP STUDIO PAINT' helps alleviate it.

―― Mr. Shimada, what challenges did you face while working on Alice Gear Aegis?

 

Mr. Shimada:

'Alice Gear Aegis' involves a high amount of work. While a card game illustration is completed in a single 2D image, this project ultimately becomes 3D, so I have to consider it from all 360 degrees. Moreover, it's not just the characters; the sheer volume of work for each character, including weapons and skills, is enormous. However, when considering how much this heavy workload can be lightened, I feel like CLIP STUDIO PAINT provides that relief.

 

 

―― Could you tell us about any features you particularly like in CLIP STUDIO PAINT?

 

Mr. Shimada:

I was impressed that mesh transformation is available at this price. Mesh transformation, which can be used across multiple layers, is useful for applying decals to curved surfaces or for slightly angling eyes. It's much faster than redrawing. In fact, I was shocked (laughs) that such an affordable and suitable tool existed in Japan. I wished I had started using it sooner.

 

This also relates to the design check discussion earlier, but the ability to adjust perspective and other elements in real-time is a great help, not just for design but also for licensed illustrations. Of course, it's not just about tracing 3D models; we also add two-dimensional exaggerations. But by not struggling with the preliminary stages, I can focus more on the drawing itself.

Collaboration Born from the Desire to Promote Our 'Favorite'

―― Previously, the collaboration between CLIP STUDIO and Alice Gear Aegis became a hot topic for being an 'over-the-top' collaboration, where brushes used by characters in the game were actually distributed. Why did you implement such a deep collaboration?

▼CLIP STUDIO PAINT Collaborates with 'Alice Gear Aegis'

 

Mr. Tanaka:

When people hear 'collaboration,' they often get the impression of a commercial start, but Pyramid is a group of artisans, so many staff members have the feeling that 'if we love something, we want to share that love with others.' Regarding the collaboration with CLIP STUDIO PAINT, our staff actually uses the software for work, and their desire was to promote their 'favorite' by saying things like, 'It's convenient, you can draw manga, and it's affordable, so why not try it if you haven't?'

 

The 'Sitara Pen' that was distributed was selected from among the brushes used by the artists who draw manga like Alice Gear P and illustrate Sitara in the game, choosing those that were easy to use.

 

The setting for 'Alice Gear Aegis' is modeled after modern-day Tokyo, and we want to provide customers with an experience as if the place we live in now is actually there. Distributing 'brushes used by characters in the game through CLIP STUDIO' makes it feel like it's something that character, who exists in the same dimension, uploaded, rather than just a game character. We want them to experience the sensation that the characters are real.

 

 

―― Could you tell us about your expectations for future 'CLIP STUDIO PAINT' updates or CELSYS?

 

Mr. Tanaka:

Bugs that I was concerned about in CLIP STUDIO PAINT updates have been fixed, so I have no complaints at all now. The text editing is a great addition. If I had to ask for one more thing, it would be amazing if we could edit and reflect 3D model textures in real-time.

 

Mr. Shimada:

For me... I might be asking for too much already. At this price?! That's how I feel. I feel that the scope of what's needed and what's implemented is quite close, so instead of major changes, I'd like to see more minor improvements like 'just a little bit of this.'

 

―― Please give a message to those who would like to work with Pyramid.

 

Mr. Kashiwagi:

We are looking for people who want to join us in making this fascinating genre of 'mech girls' even more exciting!

 

 

[About Pyramid Inc.]

Develops high-quality game software that many users can enjoy.

 

For many years, Pyramid has been involved in a wide range of game development, utilizing its technical expertise in areas such as commissioned consumer game development, arcade games, browser games, porting to various hardware, and VR projects.

After joining the COLOPL Group in September 2015, we fully entered the smartphone market. Even with the change in platform, under the belief of [developing fun and playable games], we have released and operate 'Alice Gear Aegis' as a highly action-oriented game.

 

[About Alice Gear Aegis]

Game developer 'Pyramid' and smartphone game developer 'COLOPL' team up!

A new sensation smartphone game is here, where you fight alongside girls armed with mechs!

The character supervision and character design for this title are handled by Humikane Shimada.

In addition to Humikane Shimada, mechanic designers Kanetake Ebikawa and Takayuki Yanase also participated in the character design.

Furthermore, with the sound team 'ZUNTATA', a luxurious lineup of popular and skilled creators has gathered!

Moreover, hobby developments such as 'Megami Device' and 'figma' are underway! Please look forward to various planned developments!

 

[Official Website]

 

[Official Twitter Account]

※The official hashtag is '#AliceGear'

 

▼Market URLs

■Google Play:

■App Store:

 

※COLOPL and the COLOPL logo are registered trademarks of COLOPL, Inc.

※iTunes and App Store are registered trademarks of Apple Inc. in the U.S. and other countries.

※Google, Google Play, and the Google Play logo are trademarks of Google LLC.

※Customers are responsible for purchasing compatible smart devices and communication fees.

※This game uses an item-billing system. Some characters are provided through a paid random item offering method.

※For users under 20: When purchasing items, please obtain consent from a guardian or make the purchase together with them.

© 2017-2019 Pyramid, Inc. / COLOPL, Inc.

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