How effective is the clothing tech at preventing clipping? Could you explain some of the innovations CIG has been able to use that might not normally be used?asked by Piet
TL;DRClipping is prevented by building clothing with enough polygon density to match the underlying base body, and they are looking into larger cloth simulation and, hopefully, wrinkle maps.
So what we do, since everything that we make is built off, like Josh was saying, a base character that might blend in between 50 other characters, which in this example could be 50 different t-shirts. So in order to prevent that, you really have to take the base male that we use for our game and match whatever assets or clothing that we have on top of them as close as possible one-to-one with what's underneath it, because the male body will always be there or the female body will always be underneath the armor or the clothing or whatever. So you really have to build or create enough polygons or density in your assets to prevent anything from clipping. Because usually when that happens, it's because you don't have enough topology or polygons in your clothing to support what's underneath it. So to really prevent that with modern games now, you can add so many polygons. It's really just a matter of supporting whatever's on top of your base model to follow the underlying structure of your model to prevent that from happening.
And then on top of that, we have a basic way to do it now, but we're looking into a much larger cloth sim. We want to try to expand on that further so it gets into a much more immersive look. We've also been looking into, hoping, crossing our fingers for wrinkle maps. There's a lot of games where you'll see when somebody lifts up their shirt or they twist, the wrinkles in their shirt change completely. Whereas the old gen of games would have the same wrinkles, but when they would bend, it would just twist into this weird shape. So we're looking into getting that as well to push the immersion a little further.