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Devil May Cry: 3142 Graphic Arts: https://amzn.to/2zUSekp
Devil May Cry: The Complete Series S.A.V.E.: https://amzn.to/2BZ3gX4
Devil May Cry, Vol. 1: https://amzn.to/2Pd8T7J
Devil May Cry Volume 2: https://amzn.to/2PdB8Di
Devil May Cry 3 Volume 1 (V. 1): https://amzn.to/2BYLBid
Devil May Cry 3 Volume 2 (v. 2): https://amzn.to/2Pgk3J9
Devil May Cry HD Collection – PS4: https://amzn.to/2pDc25y

Devil May Cry 5 real life models and character details. What’s going on guys? My name is RBG, and we are back with more coverage on Devil May Cry 5. In todays upload I thought I’d do something a little different and go behind the scenes of the actual models who’ve given their likenesses to DMC5. Because I don’t think there are that many people covering that particular info. Like it tends to go unnoticed for whatever reason. So I’m gonna go ahead and talk about them and give my thoughts on the overall designs for each character model. But before we get into today’s topic I wanna remind you that I am now an amazon associate/affiliate. This platform allows me to promote certain items that I think will peak your interests. And 1 of the main items I think you’ll be interested in is this Devil May Graphics Art book titled “3142.” Those specific numbers represent the actual chronology the games are set in. And it’s packed with tons of art designs, un-used concepts, and exclusive interviews from the devs and artist. I also have links for other DMC related media that’ll get you caught up to speed on the story before the newest game comes out. The links will be in the description and pinned in the comments so check em out if you’re interested. But anyways we all know that Capcom has been very adamant about using their in-house graphics engine called the RE Resident Evil engine. An engine that specializes in a technique called subsurface scatters which allows them to produce realistic skin, dynamic shadows, and other details while running at a native 4k output. So they’re working with some very powerful software that’s most likely gonna be used on future Triple A Capcom titles for years to come. And I think it’s mainly for the games that’ll be going for a more realistic look. Because for the most part the RE Engine has mainly been centered capturing that photorealistic aesthetic. There’s an insane amount of emphasis they put on making characters, and creatures look real.


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