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The 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 pr
by thu2111 5y ago
The 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.