I then had our game director Yoko Taro check the model as well and received a “great!” from him! I had referenced many things to create this model, such as games that Yoshida-san had worked on in the past (the character models for Final Fantasy XII are amazing…). I believe it took me about one to two weeks to create this rough model. This was my first job since I joined the NieR:Automata team. I love it.Īnd this is the rough model I created. Yoshida-san’s tastes were clear to me through the images I hid in the above image (don’t worry, they aren’t weird or anything, they’re just reference images I can’t show), and with that, I understood what he was looking for without even talking to him. I first began by creating a rough model based on the rough design I received from character designer Akihiko Yoshida. Implement into build as a model to be used in game.Create high quality and precision modeling.Predict overall form and its final image with a rough model.Generally speaking, character modeling follows the flow below: I would like to show you that the process isn’t as simple as changing an illustration into 3D.
Hello! My name is Hito Matsudaira and I’m a character modeler for NieR:Automata.ĭoes anyone famous in particular come to mind when you think of a character modeler? No one comes to my mind – character modelers rarely come out in public these days! Fortunately for me, I was given this opportunity so I would like to explain what kind of thoughts I had, and how I modeled the character 2B using some in-progress images of the character.