Is there a 3D equivalent for vector art like in 2D? Stuff like automatically rasterizing curves in 3D would presumably save a lot of space. Idk I'm no genius
raycasting/raymarching/raytracing/etc
https://www.shadertoy.com/view/Xds3zN
you can also add detail to a model algorithmically using geometry and tessellation shaders
Signed distance fields
You describe your model as a series of intersecting math operations or something. I play around with tools for it occasionally, but they often have horrible performance
The guy made a followup post saying the same and that claiming rendering the bucket is harder than rendering all of 64 would ve inaccurate outside of a magic engine wher eonly triangle count matters.
Stranger of Paradise, all actor models are ridiculously high poly (>300k for small mob enemies for example) with no LODs. Unsurprisingly the game runs like absolute ass.
step aside
stop posting this fake shit
its only for cutscenes you bellend
Cutscene models don't have polygons with 12+ vertices.
t.moron
It was made by a twitter troony that exported the model and subdivided the mesh
Models in the cutscenes in that game don't look any different from gameplay moron
I FRICK
LODs are a thing, you know? And comparing Wii U models to N64 ones is moronic.
cope
Dear god
There's more.
No
Why can't the Japanese into model simplification?
stanley picked up the bucket
Is there a 3D equivalent for vector art like in 2D? Stuff like automatically rasterizing curves in 3D would presumably save a lot of space. Idk I'm no genius
raycasting/raymarching/raytracing/etc
https://www.shadertoy.com/view/Xds3zN
you can also add detail to a model algorithmically using geometry and tessellation shaders
tesselation is often used on walls/floors etc to make them look more detailed than they actually are.
probably raymarching.
there exists very advanced compression for polygonal models
the issue isn't space, it's rendering at acceptable framerates
Fun fact: it's what this game did:
Signed distance fields
You describe your model as a series of intersecting math operations or something. I play around with tools for it occasionally, but they often have horrible performance
>he doesn't know
https://www.pouet.net/prod.php?which=31571
https://www.pouet.net/prod.php?which=53054
https://www.pouet.net/prod.php?which=67113
There's stuff like nurbs which is exactly analogous to vector art. It's what's used in a lot of CAD type operations. It's crazy inefficient
a small oil lamp prop in Serious Sam 4 has 10000 more polygons than that bucket.
Something something toothbrush
OH NO, 28K TRIANGLES, WE'RE DOOMED.
You fricking idiots are /3/-tier in your ignorance. Triangle count is hardly an issue in 2022, doubly so if there's even a basic LOD system in place.
i wish bungie's sandbox team was even half as good as their art/design team.
Your brain has a basic CLOD system in place
The guy made a followup post saying the same and that claiming rendering the bucket is harder than rendering all of 64 would ve inaccurate outside of a magic engine wher eonly triangle count matters.
Now if they could apply that effort to giving Paper Mario more than 2 frames of animation.
The frick is sop?
Jack's game.
Probably Stranger of Paradise. SE keeps doing this
Stranger of Paradise, all actor models are ridiculously high poly (>300k for small mob enemies for example) with no LODs. Unsurprisingly the game runs like absolute ass.
just skimmed through the thread. who gives a shit about all of this technical mambo jumbo?
the game gotta look good, that's about it. period.
>fully modeled