Nice examples you've picked up here. That second one is optimization at its best I feel... When you look at the beauty render and then the wireframe you could be surprised at how few vertices there are!
0:30 there is a somewhat unfortunate bit in the middle where several very thin and long triangles connect to each other. Think of it like this, for every triangle edge pixel, the GPU will render a whole group of pixels, usually a 2x2 pattern of pixels, so when you have an area where you have thin long slivers a lot of pixels which will be shaded several times over, with the result then discarded as it's clipped to triangle extents, so you're consuming unnecessary shading bandwidth. It's better to terminate the fan earlier if possible even if you have to introduce an extra vertex, with vertices being fairly cheap most of the time relative to pixels. Of course the impact is very very tiny either way but it can add up.
The second example shook me when you showed the topology, I was expecting way more beveling for the edges and extrusions but I guess they just managed to make the bake somehow show through nicely either way, would they have used any sort of normal smoothing or custom split normals on the mesh itself there you reckon?
If you use chunky bevels on highpoly models, your bake will read a lot better on the lowpoly, if you have tight and accurate edges on the highpoly, it may be 'accurate to life' but it won't really look good or read well in a game.
What catches my eye: unembedded boxes. The space under it is eating our texel size :p I know it's kinda depends, but at our project it wouldn't be approved for sure :p
Nice examples you've picked up here. That second one is optimization at its best I feel... When you look at the beauty render and then the wireframe you could be surprised at how few vertices there are!
Gorgeous topology. Just gorgeous
Thanks for this video keep it up.
0:30 there is a somewhat unfortunate bit in the middle where several very thin and long triangles connect to each other. Think of it like this, for every triangle edge pixel, the GPU will render a whole group of pixels, usually a 2x2 pattern of pixels, so when you have an area where you have thin long slivers a lot of pixels which will be shaded several times over, with the result then discarded as it's clipped to triangle extents, so you're consuming unnecessary shading bandwidth. It's better to terminate the fan earlier if possible even if you have to introduce an extra vertex, with vertices being fairly cheap most of the time relative to pixels. Of course the impact is very very tiny either way but it can add up.
Nice one thanks for the info, that's super technical and blowing my mind, amazing.
The second example shook me when you showed the topology, I was expecting way more beveling for the edges and extrusions but I guess they just managed to make the bake somehow show through nicely either way, would they have used any sort of normal smoothing or custom split normals on the mesh itself there you reckon?
If you use chunky bevels on highpoly models, your bake will read a lot better on the lowpoly, if you have tight and accurate edges on the highpoly, it may be 'accurate to life' but it won't really look good or read well in a game.
What catches my eye: unembedded boxes. The space under it is eating our texel size :p I know it's kinda depends, but at our project it wouldn't be approved for sure :p
wdym by unembedded boxes?