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http://www.youtube.com/watch?v=AtM3PGyiQUc[/ame]
Starts at around 1.40 in the above video.
I know Crysis did this with the trees, but this takes it to a different level.
Anyone know how they accomplish this and deal with stuff like texturing the gibs at the cut lines and how the particle effects are implemented?
Replies
This is new ground for this kind of stuff, they've brought it to a higher level.
All the cuts are planar so it is pretty easy. What has me interested is how it makes up for the geometry of the "mass" of the objects.
Since it's a cutscene, it's a specialcase and they could make a proper realistic internal surface just for that scene when he cuts the arm.
For the rest its just tiling texture projected from an angle, since all cuts are completely straight it should be extremely simple, there's some math behind the cutting though, but that's also old tech
http://www.valvesoftware.com/publications/2010/gdc2010_vlachos_l4d2wounds.pdf
Interesting read for thoose interested.
So they basically cull out an area on the model then replace the culled area with a damage model and use decals to cover the seems?
I'm sure Rising is using some custom model caps but it looks more simplistic than what valve has done with their gore. When he cuts the torso off- the capped geo is red like commander_keen said, and they just cover it with a particle effect. I'm very interested to see more. Either way, I'm going to be cutting everything when it comes out.