Go To Top

Soul Calibur: PS3 VS PSP

See the difference in model detail between the new gen and the old gen.


A scan has been circling the Japanese message boards showing off the difference in detail between Ivy in Soul Calibur IV on PS3 and Soul Calibur Broken Destiny on PSP. I'm not sure where the original image is from, but it provides a good glimpse into the different model complexities for game's the Ivy model.

The source may be a more technical graphics magazine rather than a video game magazine, so please forgive me if my terminology is a bit off. Also, it appears that the text in the original article was written by the developers themselves.

The original article text says that for the Ivy model shown below, SCIV's high polygon model already existed, meaning the work for the PSP version involved creating a new model using as a base a reduced poly version of the PS3 version model.

When creating SCIV's original models, the developers made their first real use of a particular technique. They first started by preparing a single topology face and skin base model. This was used as a template when creating each character. By doing things this way, they're able to more efficiently set bone and weight values, and it also allows them to keep the model quality consistent between characters. The model creation for SCBD used a similar approach.

Here's the difference between the final PS3 and PSP models. The top is in-game, the bottom is in Maya (a popular graphics program):

The PS3 model used about 19,000 polygons. In comparison, the PSP model uses about 3,300 polygons.

[end_p text="Click for more SCIV comparison pics" /]

Here's the base face model:

These face models were both made using the same topology. The left is Ivy. The right is Cervantez. All characters, old, young, male, and female, were made from the same polygon mesh. This allowed for a number of improvements to efficiency in such areas as weight copy and setting up facial bones.

Here's the base body model to the left and the clothing detail to the right:

Similar to the face model, the model to the left is an example of a skin model that's made from the single base topology. The developers first start by making base models like the ones pictured here, then add in clothing. All models are made from the same polygon count, regardless of character size.

For the clothing detail, the PSP required alpha channel techniques in order to mimic some of the PS3 details.

This comparison is devoted entirely to breast jiggle:

SCIV and SCBD use bones for movement of breast areas that are meant to shake. The PS3 does this with two bones for each breast, or a total of four bones. For the PSP, they're limited to just one bone for the entire breast structure. Reads the article's original text: "It's very enjoyable to make them shake, but we were chided for occasional over shake."

Loading comments. If comments don't load, make sure Javascript is on in your browser.

Icons by Glyphicons. Used under CC-BY license.