New concepts will be chosen at the start of January 2022
Previous Challenge Thread
My love for panel houses and for the brutalist style was reflected in my project. Collected procedural generation, through a node system, it turned out not the most simple node tree. It assembles houses from a set of small parts. With a large number of changeable parameters. finally mastered procedural modeling.
https://www.youtube.com/watch?v=hxxg_IQcN2Q
https://www.youtube.com/watch?v=lFYG-F_j3Ek
ned_poreyra said:Benjammin said:Are you posing hypothetical scenarios to test polycount? I may be missing some context, but seems to me your tone is a bit rude and confrontational? YF_Sticks gave you a detailed explanation of how to do something like this and your response is "Nope, doesn't make sense"? It does make sense, and meshes that large are not unheard of.Sorry. I may sound frustrated because I've been trying to solve this problem for a long time and I still see no solution on the horizon.As far as I know, the standard resolution in AAA games these days is 2K per 1 meter. Let's say the object is 500 meters high and 250 meters wide. Obviously I can't sculpt or paint it as one object, as the required resolution would be in billions of polygons and tens of thousands of UDIM textures. It has to be broken down into smaller parts, individually created and then assembled out of those, like a building.However, the circular part breaks everything. Because it's a unique, non-repeatable shape. Even worse - it's indented, which means it's not even really an object - it's a negative space created by other objects...