Arcoss Posted June 17, 2014 Posted June 17, 2014 (edited) Just saw this interview and at 0:42- 0:44 we see a level that looks very detailed(especially the house) for just collision purposes sorry if this has been posted before, I haven't been on these forums for a while Edited June 17, 2014 by Arcoss Legionnaire of the Obsidian Order
W.MacKinnon Posted June 17, 2014 Posted June 17, 2014 (edited) Hi Arcoss, not sure but I believe that in update #79 when Mr. Brennecke showed off some of the lighting and graphics effects they also revealed how 3d pathing was implemented. Pretty sure the backgrounds are pure 2D, while 3D pathing is created for the 3d player sprites(paperdolls) as an (invisible)overlay layer. During the graphics demonstration he pulled the camera back and swiveled it so he could show how it's implemented. Was quite an interesting video, should be in the announcements forum friend. Cheers Edit: http://forums.obsidian.net/topic/66254-update-79-graphics-and-rendering/ should be about 1:30 to 1:70ish on the video. Edited June 17, 2014 by W.MacKinnon 1
Elerond Posted June 17, 2014 Posted June 17, 2014 Areas are created as 3D models then they are rendered to 2D and after that they are finalized by hand. 3
Lephys Posted June 17, 2014 Posted June 17, 2014 It's like a really fancy snapshot of a 3D scene, at the specific "isometric" camera angle. Boom, now they're the backgrounds, but they're still basically 2D artwork in a 3D world. Should we not start with some Ipelagos, or at least some Greater Ipelagos, before tackling a named Arch Ipelago? 6_u
Arcoss Posted June 17, 2014 Author Posted June 17, 2014 Areas are created as 3D models then they are rendered to 2D and after that they are finalized by hand. That clears it up, thanks Legionnaire of the Obsidian Order
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