Thursday, January 24, 2013

Assassins Creed 3 - Windows


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11 comments:

  1. there is a udk tutorial that covers this kinda thing. http://eat3d.com/materials. check out the 3rd image along (window parallax material). iv watched this tutorial and this seems to be the exact same thing even telling you about instancing and changing the color (yellow to blue in the video)

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    1. Thanks for the link! Hm...pretty pricy. But would be very interesting. The comment section speaks for itself :)

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    2. It's also on youtube (for me videos on eat3d website loaded very slowly) - here's the link to introduction - http://www.youtube.com/watch?v=GrQT_x3ZDs0

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    3. Thx man! I linked it here: http://simonschreibt.de/gat/assassins-creed-3-windows/#update1

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  2. I have done this with footprints in snow and other things. You can basically modulate the uv's of a material by the x and y component of your camera direction. The camera direction is in local space and then you can additionally control the amount by a float for increased parallax. I used a height map and multiplied that by the x and y component of the camera direction to create deep deer prints in snow for The Last of Us. You would only want to use a cubemap if you had say 3 windows and each window you wanted to show a different part of the room. The execution of that is a lot more complex though.

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    1. That sounds really interesting! How did you handle the "border" of the footstep? Any kind of occlusion mapping to "hide" the border which ins't pointing at the camera? Do you have a video?
      I didn't play the game and the PS3 of my girlfriend is currently broken :( Would love to play the game and you gave me another reason to do it :) Besides of all the great feedback from magazines and colleagues.

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    2. I'll be doing a post about it soon with examples of the shader and a breakdown. The material is alpha blended and projected onto the destination pixel in world space so basically a decal with parallax. The border just has a soft alpha to cut out the part where the cam dir is being multiplied by 0 due to the inverse height texture. That's the rough idea. In UDK this technique is called bump offsetting I believe. People just don't usually use a texture instead of a constant float.

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    3. Oh that sounds good! I would love to read your post as soon as it's ready. Yeah i tried a bit around with Bump Offset in UDK in the "Lego - Studs"-Post, really interesting tech.

      Thanks for sharing these details with us! :)

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  5. I am one cosplay lover, I really love cosplay costumes in Assassin's Creed. Assassin's Creed Ezio Cosplay Costume is one example.

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