What Does Good 3D Modelling Optimization Look Like? (Prop Edition)

แชร์
ฝัง
  • เผยแพร่เมื่อ 19 ส.ค. 2024

ความคิดเห็น • 9

  • @3DBlendemic
    @3DBlendemic 4 หลายเดือนก่อน +8

    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!

  • @bananaboy482
    @bananaboy482 26 วันที่ผ่านมา

    Gorgeous topology. Just gorgeous

  • @skullfloat
    @skullfloat หลายเดือนก่อน +2

    Thanks for this video keep it up.

  • @SianaGearz
    @SianaGearz 14 วันที่ผ่านมา

    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.

    • @EMC3D
      @EMC3D  13 วันที่ผ่านมา

      Nice one thanks for the info, that's super technical and blowing my mind, amazing.

  • @fam.tuturu
    @fam.tuturu 19 วันที่ผ่านมา

    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?

    • @EMC3D
      @EMC3D  19 วันที่ผ่านมา +2

      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.

  • @sawyer1418
    @sawyer1418 25 วันที่ผ่านมา +1

    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

    • @Levelonesucks
      @Levelonesucks 6 วันที่ผ่านมา

      wdym by unembedded boxes?