12/27/2023 0 Comments Substance painter tessellationIf I were to bevel those edges instead, my base model would go from 3924 vertices to 4392. Here are some loops on my wheel model that are heavily creased: If you bake out a normal map, and decide the bevels aren’t quite wide enough, you can just change the crease value and re-bake. This is nice for keeping a low poly mesh, but also allows you a little more flexibility.įor example, if you come back and change the model, you don’t have to un bevel and re-bevel edges. It is unclear if they shipped edge-creasing in any of their released games, but they definitely use CC subdivision surfaces.Īnd sure, technically there has been real-time subdivision in games going back to TruForm on ATI cards in the early 2000s, and probably before then for all I know, but I’m specifically interested in Catmull-Clark sub-d, and specifically edge creasing □ Why creases?Ĭreasing gives you control over the sharpness of edges, without having to manually bevel all of your edge loops. There are a few games out there using real-time sub-d, including the folks at Activision who have demonstrated CC sub-d with creases in a game engine:Įfficient GPU Rendering of Subdivision Surfaces using Adaptive Quadtrees I previously made a tool to build LODs from sub-d surfaces in Unity, just to have some way of getting a sub-d like mesh in engine. I’ve been hoping for edge creased Catmull-Clark subdivision in game engines ever since I started using Modo about 10 years ago.
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