Hello guys need critic for a model i made recently. I used Parallax mapping instead making grills,curtains and control panel geometry. Its 160 Tris right now. Planned as no Parallax mapping for LODs. But become little controversial does that approach or making base model full geometry and loading another models for LOD stages becomes more performance efficient for this model. What do you think is the sweet spot for going Parallax instead geometry. Btw if you wonder how did i make the Parallax maps i'm gonna make a tutorial about it very soon.
Full version:
https://www.artstation.com/artwork/4v1Dq
Replies
I'm not sure about the technical side of the question, though, sorry. but I think approaching this with POM and then disabling it in LOD1 and beyond is a good approach
Regards
Whisky
For a 3rd person action/adventure game there is no way this would be using paralax, and for open world, forget it, this asset would probably be just made from a bunch of smaller generic tiling textures. It also really depends on if your engine is better at handling shaders/textures or geo, every engine is different.
one of the benefits of having things like vents and dials modeled as actual pieces of geo is you can use all of them to make a kit that you can make a ton of variations out of for multiple assets, vs being bound by a unique unwrap/texture. also, if a character was going to interact with it or something, geo would be better because its easier to quickly animate. ex, turning the knob or flicking the switch.
This is probably one of the best looking AC units ive seen and as a portfolio piece thats great. In terms of what you actually see in 99% of games running on consoles, this would way more low quality as its a small object that just kinda blends into the background noise of an environment.
long story short, context is key.