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08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
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File: IMG_0740.jpg (107 KB, 690x690)
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What went wrong?
>>
File: file.png (558 KB, 2758x1950)
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looks good to me, or did you want to look at smeary normal maps for the rest of your life?
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>>997995
>What went wrong?
Probably fake, like that starfield sandwich
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>>997998
Nvm, didn't see the "topology after nanite" bit at the bottom, perfectly normal in this case
>>
>converting models from an engine that works in a completely different way to standard 3d software
>"wHy dOeS tHe tOpOlOgY lOoK sO sTrAnGe :OO
>>
>>997995
nanite really is black magic
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>>997999
>>998004
I think the use of Nanite in this image is just a joke - like a meme reference. No matter how you put it though it would’ve been better to retopro the head
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>>998005
The game does not use nanite
streamable.com/iz1h6d
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>>998008
In that case grim. But if it works it works, not like that piece needs proper topology for deformation, the performance impact should be pretty negligible, my biggest concern would be shading but it seems to be fine. It looks like the devs really wanted to show 3d details on edges such as here >>997997. Not sure how reasonable this is
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>>998008
>shows clip of user turning nanite off
lol.
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https://www.youtube.com/watch?v=M00DGjAP-mU
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>>997995
I wonder if OP is fake like the Starfield Sandwich. Remember the faked Starfield sandwich?

>>997997
>>998010
Can't they just use a displacement map? Displacement maps actually alter the profile of the geometry. Look at the edges in pic related.
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>>998014
it would be a lot more expensive to do displacement to achieve the same level of detail
meshlets just werk
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>>998014
Displacement maps only work if it they points to displace. They don't create points from the aether
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>>998014
Anyone actually using true displacement maps in realtime in games? Idk why to use them instead of just baking them in 3d editor into geometry and then decimating to remove tons of unneeded geometry which exists because displacement needed cosmic subdivisions to work with. For realtime I would probably ever consider POMs, not real displacement.
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>>998015
>it would be a lot more expensive
No, it wouldn't. Meshets have a ridiculously shit baseline performance and only look good when compared to rendering extremely unoptimized meshes.
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>>998071
>mesh shaders go brrr
sorry grandpa, it's time to move on
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>>998076
>mesh shaders
Nanite doesn't even use mesh shaders by default.
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>>998071
not true at all, polygons are cheap now

it really is time to move on, grampa
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>>998076
>>998122
Oh you're that troll who is too incompetent for faster boards got it
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>>998122
This. I work at ubisoft they just ask me to send them sculpts and they put them in game, industry standard saar!
>>
Not sure
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>>998696
As I've said saar!
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>>998122
>Hardware improves
>*Bloats software*
>"waaaaaaa games are unoptimised!!1!!!!"
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>>997995
Why not use tessellation? I remember all the ype for it with DX11, what happened?
>>998122
>polygons are cheap now
not on my hard drive
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>>999048
>Why not use tessellation
It has to be done linearly over the geometry primitives, which means that its performance scales linearly. If you double the available hardware and double the processing speed, fragment processing becomes 2*2 times faster while vertex processing only becomes 2 times faster.
>>
a thread full of retards who don't understand what Nanite is or does
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>>998122
yeah, before you start shading them
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>>997995

They're using nanite, after using decimation master. It's the normal workflow.
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>>997995
The people who do the work have to submit it to someone for approval. The things we percieve as flaws are nonissues to the person signing off on them. There are two options:
- The person signing off on this doesn't know enough about what they are signing off on.
- The pipeline for the production doesn't consider mesh optimization as high a priority as deadlines, or prioritizes high-end user functionality over low end user functionality.
I think it could swing either way.
>>
>>1002606
I'm pretty sure it was moved over from /v/, that's the only explanation for the extremely low IQ ITT.
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>>997995
fake and gay like the starfield sandwich and 2b's ass
amazing how many people today play so many videogames and yet know not even a little bit about how 3dshit works despite staring at it all the time
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File: 1678461178906.png (1.24 MB, 928x1020)
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>/3/ discovers hero assets
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>>1003547
>hero assets = shit tier topology that will fuck up the rasterizing performance
retard
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>>1003598
If there's only one in the entire scene it isnt as much of pain to optimise
This isn't a 2k poly can model that's everywhere
>>
>>997995
They're using Nanite exactly as intended. Notice how the body's topology is clean, since it's not able to use Nanite and needs to be able to deform cleanly, unlike the head.



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