
nico -tank you very much
mkk316- yes I was convinced it’s gonna happened that way but was very surprised to find the opposite reaction 
3d70mohamedaly- thank you for kind words , I think I still have a lot to prove before they can put me on the top row . For more detailed screen shots I’Il try to bring some more material , just have to go through approval process again 
KillahPriest- Thank you for your appreciation I hope you’ll like the game
Jester- thank you , possible for sure :), we used pretty much straight forward approach , hair ( long) done with planes and alpha as usual, if they are very long then our skinner ( by the way nobody mentioned but he rigged and skinned all AC2 character , his name is Vincent Beauregard) set bones for hair but for guys we normally apply vertexpush by vertexcolor blue( if no hat on character) thats why on the characters you dont see very thik wigg , if it spawn with hat it will interpenetrate with hair i they are permanent geometry
Textures, I think Ezio had 2 times 1024 and the rest of targets and important characters is 512x1024 for npc was reduced to 256x512 with tile for fabric,most of npc are build in swaping kit it means you can come up with 6 or more different characters from 1, almost everything is swapable but all this has to be on the same uv space ( this was big challenge).
Magda- thank you I am flattered. This was my first cool mandate on the project.
3dsquid- Thank you , I am glad to hear that from coworker. Josee-Manuel Salgado ( character integrator) created randomazing colours on soldiers and architypes and also he implemented the tile for cloth on them.
adampof- Thank you, can’t agree more :).
Here is some more work
[attach=169090]giovanni_mocenigo_beauty_render.jpg[/attach]
[attach=169100]marchand_venise_02.jpg[/attach]
[attach=169101]Merchants.jpg[/attach]
[attach=169102]Cardinal.jpg[/attach]
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