yesssss amazing work, the AC games are some of my favorite both to play and the environments. the wireframes are golden great work love it!
I have a question regarding the movement of the character through environments. Since the character can only run X units up a wall, or reach X units to a the next ledge, were you given those distances and take that into account when modeling buildings so the character can climb all over? Or did you not worry about it and the Level Designers added little hand grips etc.? Or is the animation/programming of climbing up walls etc more fluid than just a set X height/distance?
Excellent work man! Could you tell us more about these "proxy props"? I'm intrigued! Are they distant lods, did you bake the textures into them?
I'm particularly curious as to why many of the boxy elements of buildings have become X-shaped - is there a card that gets applied to these or is there some other purpose?
Hi.
Thanks for good comments i really appreciate it.
I think I can answer some of the questions, but keep in mind I can't disclose the important things
Units:
- We have rules about distances and documentation for units, all artists strictly enforced these rules, when make models, then they made multiple tests for every object that they did, also designers take into account ordinal objects when they are put in the world.
That contributes significantly for the smooth running, jumping and climbing of Assassin.
Proxy:
- I'm sorry but I can't reveal details of Proxy at the time, but I can say that, we use dynamic loading system for objects and proxy not is from this part system.
Replies
nice work man!
Really cool that you could show the wires!
I have a question regarding the movement of the character through environments. Since the character can only run X units up a wall, or reach X units to a the next ledge, were you given those distances and take that into account when modeling buildings so the character can climb all over? Or did you not worry about it and the Level Designers added little hand grips etc.? Or is the animation/programming of climbing up walls etc more fluid than just a set X height/distance?
Thanks for prop and module breakdown, pretty efficient .
I'm particularly curious as to why many of the boxy elements of buildings have become X-shaped - is there a card that gets applied to these or is there some other purpose?
Thanks for good comments i really appreciate it.
I think I can answer some of the questions, but keep in mind I can't disclose the important things
Units:
- We have rules about distances and documentation for units, all artists strictly enforced these rules, when make models, then they made multiple tests for every object that they did, also designers take into account ordinal objects when they are put in the world.
That contributes significantly for the smooth running, jumping and climbing of Assassin.
Proxy:
- I'm sorry but I can't reveal details of Proxy at the time, but I can say that, we use dynamic loading system for objects and proxy not is from this part system.