FIFA 11's incredible likenesses explained
28th Oct 2010 | 18:30
From a development perspective, the key change since FIFA 10 is a new beta website dedicated to the creation of players and teams that can be downloaded into the console.
EA plans to expand in the coming months and years.
"Depending on the 'fame' of the player we use a bunch of different techniques to generate the heads", reveals Maik Matischak, Senior International PR Manager.
"I know that players' haircuts can be especially difficult to keep up with".
For star players, like Rooney, a series of real-life, close-up facial photographs are turned into 3D models, explains Art Director Mike Day.
This geometry gets reduced to a much smaller set of polygons.
"We add textures that are generated directly from the photographs which are much higher resolution than in previous games".
In line with the new Personality + focus on individuality, player's bodies are much improved, too.
Rooney is now more athletic in his base form, while in FIFA 10 he was more pear shaped.
There are nine body types: Lean (like Defoe), Regular (Gerrard), Bulky (Tevez), split into 3X stages of different weights and heights, plus, er, Peter Crouch.
For top stars, EA manually scale all the bones and joints that make up a player's body from
shoulders (like Frankenstein), to big hands and massive, or tiny, heads.
The AI takes all these factors into account when shooting or heading or tackling, so, say, Vidic is more likely to win a crunching challenge.
Do players ever complain? "Yes".
We get the odd letter or video - mostly wanting cosmetic changes - but wouldn't you if millions of people were going to watch you in extreme close up in replays?"
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