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Was what we saw procedural damage, or was it handmade?

TL;DRThe damage shown was handmade as an exploration of the engine, with hand-placed geometry plus cloth, lighting and volumetrics to create a jungle feel, and caustics planned but not yet working.

Nathan DearsleyVehicle Art Director, Foundry 42 UK

It's handmade, but that's the exploration. A lot of the mesh work is hand done. Obviously, at the very beginning, when we started — I worked on a couple of Crysis games, and I think I touched on in the video that we wanted to do something different with water, and I've been dying to use the engine to really its full extent. So a lot of cloth, a lot of lighting, a lot of volumetrics. You'll notice that there's cloth and stuff moving, broken glass. It's something that the engine does really well. We never had the opportunity to use it. So it's really a case of, okay, let's go for it and see what we can achieve. So to get that, obviously, there's a lot of hand-placed geometry. And to get what I wanted, that jungle feel, so the dense, moist air, and more organic shapes being created from the very hard surface shapes that are already in the Idris. So if you study the video, you'll notice all corners have debris brushed up against them, and that's mimicking, shall we say, piles of leaves up against a tree trunk. You've got a lot of vines and stuff hanging from the ceiling; that is mimicking that. Dappled light: you're in a jungle, there's a lot of dappled light coming through. So there's no real — I think there's one area where there's big lighting going on, but the rest of it is all very dappled little bits and bobs. Leaks, puddles. We haven't got the caustics working yet, but we will be able to reflect caustics. Caustics are something that's generated from light reflecting through water. So if you go to the swimming pool, you get all those lovely patterns. The plan is to have that in there as well. So a real jungle feel to it, if possible.

Reverse the Verse›2.2 - UK·
Published on this date.5 Aug 2016