from what I can tell its the same mesh, no swapping, its just the mesh smoothly get tessellated as you get closer, in the wireframe videos on youtube you can see the edges slowly move in as the mesh tessellates.
Oh I am very aware the mesh is the same and that is the just LP model being tessellated but I was wondering how performance wise things handled when its making its shift from a LP state to fully tessellated.
Oh I am very aware the mesh is the same and that is the just LP model being tessellated but I was wondering how performance wise things handled when its making its shift from a LP state to fully tessellated.
If I understood correctly, such an abrupt transition never occurs. Since tesselation occurs based on screen space the low poly meshes gets tesselated only where it's needed, in a way that you pretty much have the same number of tris on screen at any given time (1 tri/8 pixels as PixelGoat stated). So I assume all meshes keep being (un)tesselated depending on how big they are on the screen at the time.
If I understood correctly, such an abrupt transition never occurs. Since tesselation occurs based on screen space the low poly meshes gets tesselated only where it's needed, in a way that you pretty much have the same number of tris on screen at any given time (1 tri/8 pixels as PixelGoat stated). So I assume all meshes keep being (un)tesselated depending on how big they are on the screen at the time.
Yeah, that's how I understood it to be as well. It only tessellates the low poly as it nears the camera. I'm really excited to see this kind of tech that's been in some 3d application's render engines (like Modo's adaptive subdivisions) start to emerge for video game engines. The demo looks great!
Just want to give creed to Isak bergh, for his job on the vegetation and leafs on the tree, without them the giant wouldnt been the same.
It was a fun experience/intense to work on this tech-demo, nice to be outside the comfort zone.
We based the giant around my old dominancewar character but to get it up to speed and animation we needed to redo it from scratch, its not one part on the model that haven't been modified or redone.
The workflow from my point was the same as doing lowpoly stuff just added a 32bit discplacementmap and detailmap to get it to pop.
Going to post some wip picture of the giant and bugs in a while, just need to soak a bit more in the swedish sun!
very impressive!:thumbup:
beside the technical implementation i like how the golem uses his crystal as a torch. just the orange tree is not fitting so much into this whole atmosphere for my taste - too strong colour contrast.
very NICE!!!!!!!
I've seen this video somewhere before it was on polycount.. i cant rmb where
but i remember saying to myself the tree was really out of place like MFTituS is saying
The Engine?
amazingggggggggggggg
i want ittttttttttttttttttttttt haha
Personally I love the tree! I think its awesome, adds another layer of depth to the scene. He has been down the so long that seeds have fallen down from the hole in the ceiling and taken root oon is shoulder
I'm glad I waited on getting a 200 series card (now just got to wait till the 400 series is cheaper), my 9800GT is still doing really well on a lot of new games.
I'm glad I waited on getting a 200 series card (now just got to wait till the 400 series is cheaper), my 9800GT is still doing really well on a lot of new games.
Yeah, I kinda regret getting me a 260, but I think it was a good deal at the time. I wouldn't have upgraded from a 9800, but considering my last GPU was a TurboCache'd 6200 I was long overdue. I could've gone with ATI but I hear they're such a pain in the ass compatibility wise I just had to go with Nvidia.
Belltann, that is some sweet looking work. Really dig the insect/worm thinga mabob:) Really would like to see the giant zbrush asset and how you did the detail work on him.
that sculpt is excellent, the colours really sell it as well, the only problem I had with the stonegiant video was that is was really dark and hard to see all the lovely details but thats probably cause Im more interested in the art than the atmosphere
Replies
Oh I am very aware the mesh is the same and that is the just LP model being tessellated but I was wondering how performance wise things handled when its making its shift from a LP state to fully tessellated.
If I understood correctly, such an abrupt transition never occurs. Since tesselation occurs based on screen space the low poly meshes gets tesselated only where it's needed, in a way that you pretty much have the same number of tris on screen at any given time (1 tri/8 pixels as PixelGoat stated). So I assume all meshes keep being (un)tesselated depending on how big they are on the screen at the time.
Yeah, that's how I understood it to be as well. It only tessellates the low poly as it nears the camera. I'm really excited to see this kind of tech that's been in some 3d application's render engines (like Modo's adaptive subdivisions) start to emerge for video game engines. The demo looks great!
Just want to give creed to Isak bergh, for his job on the vegetation and leafs on the tree, without them the giant wouldnt been the same.
It was a fun experience/intense to work on this tech-demo, nice to be outside the comfort zone.
We based the giant around my old dominancewar character but to get it up to speed and animation we needed to redo it from scratch, its not one part on the model that haven't been modified or redone.
The workflow from my point was the same as doing lowpoly stuff just added a 32bit discplacementmap and detailmap to get it to pop.
Going to post some wip picture of the giant and bugs in a while, just need to soak a bit more in the swedish sun!
beside the technical implementation i like how the golem uses his crystal as a torch. just the orange tree is not fitting so much into this whole atmosphere for my taste - too strong colour contrast.
I've seen this video somewhere before it was on polycount.. i cant rmb where
but i remember saying to myself the tree was really out of place like MFTituS is saying
The Engine?
amazingggggggggggggg
i want ittttttttttttttttttttttt haha
Yeah, I kinda regret getting me a 260, but I think it was a good deal at the time. I wouldn't have upgraded from a 9800, but considering my last GPU was a TurboCache'd 6200 I was long overdue. I could've gone with ATI but I hear they're such a pain in the ass compatibility wise I just had to go with Nvidia.
Spark
Spark: Cheers bud. Going to do a similar shot of the giant. Ill try and fix it this week/weekend.
ZacD: Glad you liked it
looking forward to the WIPs!
I've been meaning to get Lead & Gold for a while now, will see if I get it
I really like that rock golem, and the stairs on his arms.... awesome.