6 Low Poly Art Tricks used in Assassin's Creed Origins - Design Run - Assassin's Creed Origins

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Learn 6 awesome tricks for using low poly geometry to make stunning games that are used in Assassin's Creed Origins. I explain what each trick is and how it is used within Assassin's Creed Origins to help the developers in the endeavor to keep the detail down for a console release while still providing a game that is visually excellent.

First we take a look at how pretty the game is while I introduce what we will be talking about and let people know that what you are about to see cannot be unseen. Then we jump straight into the tricks.

The first is crossed planes which is an old school modelling trick that has been used since the birth of 3d geometry. This involves creating 2 flat planes and having a complex detailed texture on them to simulate detail while keeping poly count low. It is commonly used for tree leaves but is also used in assassins creed origins and all over level design and game design for other plants such as flowers or crops and grass. You also get to see that when the camera is

The second is using peels of geometry and this technique involves creating object that have strips of geometry the peel off the surface to sell the idea of detail. This is used for many of the props in assassins creed and can be seen in the hay bails and hay fences in AC origins.

The third trick is a bit less 3d artist or 3d modeler and a bit more level designer and it is taking advantage of terrain textures. Terrain textures are textures that you can paint directly onto the ground plane with brushes. They are often used to create paths but they are also used here in assassins creed to get a scorched earth effect without adding any geometry. It is a nice blend between game design and art that would leave a tech artist proud and also a powerful tool to create detailed worlds.

The fourth is mesh warping. Mesh warping is seen on the hay bails here in assassins creed. The artist have used a relatively low poly mesh for the hay bails and then when Bayek enters the hay bail to hide, the mesh warps by bobbing up and down and some hay particles fly out to make the interaction nice for the player. It is also used when Bayek is running through the flowers or crops by deforming the mesh around his feet.

Fifth is texture warping and we are getting very on the game development side of things now. Texture warping is where the texture applied to a model shifts and deforms. In this video game it is used to sell the idea of wind travelling under the cloth of an awning.

Finally there is combining a bunch of items together, which is a good way to combine lots of low poly items that look decent into one cohesive whole as a larger object made up of smaller parts that the player will interpret as one, like a bunch of bags or sacks being placed together to seem like cargo.

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