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The process of the island's far cry 5 on Playstation

 
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MessagePosté le: Lun 26 Mar - 22:11 (2018)    Sujet du message: The process of the island's far cry 5 on Playstation Répondre en citant

Far Cry 5 's technical artist explains how the team developed a set of procedural tools to produce the vast fictional open world of Montana State Hope County.
Etienne Carrier's avatar was released by Etienne carrier technology artist @ Ubisoftmontréal
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Hello, PlayStation fan, My name is Étiennecarrier,ubisoftmontréal's technical artist. The island of 5 will be listed in a few days, I can't wait for everyone to start exploring the beautiful world created by this team.

With the help of "5", the team used the most advanced technology, recreating the Montana State Hope County fictional world brilliant.

Island Fright 5 The sheer size of the world is a big challenge for us. The solutions we need are able to quickly and flexibly populate these large open spaces to support many iterations. We also need to fine-tune smaller locations to provide a compact gaming experience.

Filling empty space is easy, but filling it looks natural is a bigger challenge. Therefore, in order to reproduce the richness, variability and complexity of nature that we see in Montana State, we have developed a complex assembly line using Houdini and Houdini engine.

These tools are often used in the film industry to create complex visuals, but we use these tools to push the boundaries to a higher level.

Houdini 3D Animation tool Houdini engine All things are tied together in nature. The mountains stream rain into streams, rivers and lakes, which erode the land and affect the surrounding vegetation.

That's why we built the ecosystem of program tools that generate freshwater networks, cliffs and vegetation. When we look at the different features of Montana, we can quickly identify some of the key visual aspects that we need to replicate. The prairie thrives on the exposed hills, while the Huangsongsonlin spreads in the valleys.

On the north side of the mountain, forests are spread thicker, where the soil moisture avoids direct sunlight.

Island Fright 5 Each plant has its own reason at any given place.

Conditions must be just right, and then several species will struggle for the ground where they can grow and prosper.

Island Fright 5 We developed a new bio-Community program system to simulate all these phenomena and more. Our system allows us to build biological group recipes that respond to the physical characteristics of the land and ensure global consistency.

It also gives us a natural pattern of vegetation that can fluctuate with all the chaos that nature can muster.

Island Fright 5

We want to achieve unprecedented far cry franchise realism, so we spend time on every detail, including reflecting the terrain humidity through the meadows, and locating the grassland assets on the wind vector map.

Island Fright 5 Those familiar with the far Cry franchise will remember that some plants are used for making raw materials. For the island of 5, we have created these plants through new complex vegetation systems.

Each plant can be found in its particular environment.

far cry 4

So, when you sneak into "Island Fright 5", take a moment to observe the environment in which you pick up a particular type of handmade factory. The world's next generation of systems has helped us achieve amazing results, but we just barely surface. Hope that the county is beautiful and wild, we can not wait until March 27 to see the "Island of Fright 5."


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MessagePosté le: Lun 26 Mar - 22:11 (2018)    Sujet du message: Publicité

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