Part 1 - Cut scene lighting in Assassin's Creed Unity
(Forgive the wonky camera work - I was moving the camera with the keyboard which is not very smooth. I need to plug in my old XBox controller and try that next time. Also was not sure how the scene would play out - I definitely want to experiment with more of this in the near future)
So over the past week or so I've been using the Hattiwatti free camera and the Cheat Table to freeze the game, to try and take better photos in Unity. I'm pretty happy with the results.
Yesterday I wanted to replay S7 M1 A Cautious Alliance. I was interested to see the reactions on the non-speaking character's face. So for example, when Arno says "Do you trust me?" I wanted to spin the camera around and see what Élise was doing, and vice versa. I quickly realised this is not really possible, because the game dynamically lights the speaking character. It's...odd.
Anyway, fast-forward the memory a few minutes and Élise and Arno enter the Assassin council. Here I recorded a little clip of Arno, Élise and Bellec. With the free camera we can watch the characters move, and also see the dynamic lighting turn off and on - again it's really strange to see it. I also think this camera angle almost makes us feel like we are there in the scene - or maybe even on the mocap stage with the actors.
I'd love to know why the characters are lit only when speaking - so only when the "real" cut scene camera is focused on them. I wonder what advantage it brings - maybe it's simple a limitation of the earlier consoles and how many light sources they can process? Who knows?
This scene was captured with NVIDIA Shadowplay. The free camera is the Hattiwatti free camera tool.
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-- Video Capture Details--
Captured with NVIDIA Shadowplay.
Capture settings: 4K quality, 60FPS, 130Mbps capture bitrate
Edited and rendered with Davinci Resolve 17. Render settings: 4K. Video bitrate: 120Mbps
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-- PC specs --
CPU: Intel Core i5 9600K
Memory: 32GB DDR-3000
GPU: MSI RTX 2060
Storage: Sabrent Rocket 4 2TB NVME SSD
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