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Does anyone know how they texture those monstrous meshes? Available 3D packages certainly couldn't handle it directly.
by ImprobableTruth 5y ago
Does anyone know how they texture those monstrous meshes? Available 3D packages certainly couldn't handle it directly.
- thu2111 5y agoQuixel Megascans are based on photogrammetry. So they're taking lots of photos of real world objects and generating the meshes from laser scans. They aren't built by hand.
- ImprobableTruth 5y agoThe golem from the sample project isn't just stitched together scans, it's definitely built by hand.
- thu2111 5y agoThe video says that parts of the golem's armor are in fact megascans, iirc. But yes obviously some parts of it are manually modeled. I don't see why that's a problem - people have been making film quality assets for many years. The only thing that's new is it can run in real time now without a lot of work.
- ImprobableTruth 5y agoNo, they just mention that it's made out of nanite meshes (the entire golem, that is). >I don't see why that's a problem - people have been making film quality assets for many years. Because there is no software in existence that allows you to UV a 20 million poly model. Automatic methods will crash and for manual methods the software will just be unusably slow. The only way to texture such a large mesh is to either 1) split it up and uv small parts individually. This would take ages, requiring at least a magnitude more time than the usual approach. This just isn't economical even for your average hero asset. 2) Create a low poly mesh (and not just by decimating, or you'll get bad UVs), but they're marketing Nanite as if you _don't_ have to do this ("straight from zbrush") and if you have to do this, while still very impressive obviously, it won't revolutionize the workflow like people think it will.