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Mesh resolution

triangle
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BlenderBob triangle
on a AAA game, how much of the details are modeled VS normal map? Like on the helmet and the armour.

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  • pior
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    pior grand marshal polycounter
    Hello,

    This kind of question cannot be replied in generic terms, as there are many more factors involved than one may candidly assume.

    - First off for the case of the above screenshot, your best bet is to research whatever game this is from specifically : check if there is some sort of debug mode available to inspect the models, or even better try to find model rips to see first-hand how they were built. Model and texture rips of famous games can usually be found (for study purposes) on Deviantart, Sketchfab, and models-ressource.com.

    - Then, for a in-depth look at a typical high-end asset you can refer to this recent breakdown :

    - But also keep in mind that while this breakdown does show somewhat of a "bread and butter" approach to game assets as commonly seen in current highly detailed productions ... the amount of work involved for a mere headset prop can also be viewed as the reason why game budgets are becoming absurdly expensive, as you'll notice that building a real-time game version of the item is *more* complex than building the CAD model done for the production of the actual real life item. Yet there are other ways to create game assets - like not baking anything, or leveraging completely different modeling and texturing techniques. You'll find these approaches particularly in visually stylized eastern games and in some games produced under strict technical constraints (for instance game originally made for mobile of for the ps3/ps4/switch and targeting high framerates).

    - FWIW here's another breakdown dating back a decade. You'll notice that the main difference is that the ingame model is more coarse, but besides that the steps involved are pretty much the same.

    https://www.youtube.com/watch?v=2l64YyPfiA4
    At the end of the day, games performing very well are the ones leveraging clever optimizations all the way down to the way individual assets are authored.
  • BlenderBob
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    BlenderBob triangle
    I'll check it out! Thanks
  • BlenderBob
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    BlenderBob triangle
    That was very interesting. I come from VFX and we always use super hires models because we don't really care about poly count. The guy is definitively a top notch modeler. All quads. 
  • BlenderBob
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    BlenderBob triangle

    In this model, the pink part is soft but all the other ones are hard surfaces. Should the soft surface go all the way under or I just keep the polys I need so I don't make the model heavy for nothing?
  • pior
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    pior grand marshal polycounter
    It's a case of "it depends".

    Here on UE5 Manny (top), the transition from soft parts to hard panels is continious, achieved with a very precise placement of loops perfectly following the transition (and therefore also dictating the ID/texturing mask, which ends up being nearly per-polygon hence very clean and robust). Yet on McGinnis from Deadlock (bottom) the forearm is shoved into the glove and parts of the glove itself are shoved into each other, which is a somewhat unusual practice but has some advantages.


    Neither of these two scenarios is dicated by "saving polygons".

    Being wasteful is of course never a good idea but that's not the deciding factor for this kind of stuff and it has not been the case for about two decades (in the sense that keeping or deleting a few hundred tris keeps a model within the same order of magnitude density-wise anyways, hence would likely not blow up a tech budget). What matters is the actual context the model is used in game, the way it behaves in motion (with no way to hide things per-shot or in post ;)), the desired visual art style, and even to an extent the shading/rendering style.

    For instance had Epic decided to have the hard shell panels float on top of a soft bodysuit underneath, this would mean a significant chance for some unintend clipping and interpenetration creeping in under extreme poses especially with third-party animations from the marketplace ; and their LOD generation might also have been compromized. Yet Valve had some different constraints driving their decision of shoving parts into each other, the main one being probably ease of editing since their setup allows for later adjustements to the ingame model without any rebaking, whereas any edit done to the Epic UE5 mannequin would naturally require a complete rebake with new UVs.

    At the end of the day the final ingame model is the only thing that really matters. It dictates everything, including the way the highres model is built. This is less true for portfolio pieces but very much central for any production model.
  • BlenderBob
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    BlenderBob triangle
    Cool thanks. I'm not going for portfolio pieces. Got enough of that. But if you merge them together how can you avoid having the hard part from bending in the rig? Weight painting would be enough? On shoulders?

  • BlenderBob
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    BlenderBob triangle
    Coming from VFX it hurts my eyes to see all these triangles. ;-)
  • poopipe
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    poopipe grand marshal polycounter
    I'd argue there is actually a fairly simple rule of thumb when it comes to normal map vs geometry - which is that if it contributes to silhouette you should be using geometry to represent it. 
    This is heavily context dependent - but it's a robust rule
     
    there are of course other reasons to have geometry.

    one thing I will add is that shoving the arm in to the glove (as per the example above) not only risks unwanted interpenetration etc. it is likely less efficient to render than the watertight alternative (cos overdraw)
      
    and yes - weight painting is usually enough - you might need to add some supporting geometry for awkward parts 
     
  • BlenderBob
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    BlenderBob triangle
    This is where I'm at so far. I need to add details on the knees, then the arms, backpack and helmet. I will probably have to change the ankles as they can't bend the way they are right now. 

  • BlenderBob
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    BlenderBob triangle
    What about in polys inside the hard surfaces, the ones we will never see. Delete?
  • Eric Chadwick
    In general, yes. Like the others have said though, depends on context. If character can be customized by the user, to change clothes or accessories.
  • Noren
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    Noren greentooth
    Coming from VFX it hurts my eyes to see all these triangles. ;-)
    This is probably clear, looking at your WIP, but just in case: Meshes with such high polycounts are usually not authored like that. What you are seeing is likely the result of extracting the mesh from a game (since it's all triangles down the line) or the meshes being triangulated at a later point in the workflow to ensure consistent triangulation/shading.  A quad can be triangulated two different ways, which is especially importantt with tangent normal maps, which are calculated based on a specific mesh triangulation.
  • Neox
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    Neox grand marshal polycounter
    This is where I'm at so far. I need to add details on the knees, then the arms, backpack and helmet. I will probably have to change the ankles as they can't bend the way they are right now. 

    This is the basemesh of the highpoly, or?
    For a lowpoly I'd argue that the mesh density/distribution is odd 
    Clean and simpler parts being denser than other parts right next to them
    For a lowpoly i would probably mesh everything together, kill all the chamfers and let those be carried by normalmaps unless you intent to go really close. And even then, a normalmap likely would carry the chamfers 
  • poopipe
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    poopipe grand marshal polycounter
    The relative density thing is a really good point.

    To give you some sort of metric..
    The  ideal from a rendering performance perspective is that no triangle is smaller than a 2x2 pixel area on screen so given an expected view distance/resolution  you have a measure for how dense your densest geometry should be. 

    Rather than measure it, I zoom until the object is roughly the right size on screen and look at the wireframe - if I can't see gaps in an area(eg bevels) then I probably have too much geometry for that view distance.

  • BlenderBob
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    BlenderBob triangle
    Right now it how I would model it hi res with bevels and subdiv. Since I'm in Blender I can easily turn them off. I know the yellow part of the body is too hires compared to the rest. 
  • pior
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    pior grand marshal polycounter
    Another thing to keep in mind : if you have never tackled this kind of asset before (ie : targeting typical game specs), going for a full character isn't the best idea.

    By that I am not saying that this is a bad target in and of itself (as it will certainly make for a fine portfolio piece) ; just saying that right now, you would be better off focusing on the shoe alone for instance, as a test case for the whole pipeline (including : retpopo, proper handling of triangulation, baking, texturing, weighting, and realtime presentation).

    Otherwise you'd end up spending days or weeks on the highres of the full outfit ... only to realize that there is still a whole bunch of unknowns waiting for you after that. Whereas spending a week or so fully focused on a small part from start to finish will force you to run into all the specifics of the pipeline early on, and you'll be able to apply that to the full character later knowing full well what's ahead.
  • BlenderBob
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    BlenderBob triangle
    I was thinking that I only have a few pieces that will require soft binding. The rest is hard shell that can be parented to bones. So no matter how heavy they are, it should be no trouble at all for Unreal to deal with that. Then again, first time I experiment such a character in Unreal. We learn from our mistakes. I actually want to go get a bachelor degree in gaming but it's too late for this September. So a year and a half to practice in the mean time. It will be strange to go back to school at 55 years old. 

    Is it possible to transfer a Maya (or Blender) rig directly into Unreal using FBX and keep the weighting?
  • BlenderBob
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    BlenderBob triangle
    @pior You have a hell of a nice portfolio!
  • Noren
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    Noren greentooth
    My knowledge is a bit dated and there are probably aspects were getting a bachelor helps, like if you want to get into teaching yourself down the line or get government subsidies for education if that's available in your country (or simply to get a breather for a while), but since lots of your skills will transfer, I'm not sure if that's the most effective course of action. But don't take my word for it, it's probably more relevant today (including job hunting) than it used to be.
  • BlenderBob
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    BlenderBob triangle
    I've tried to get a job in the gaming industry but they don't want people from VFX. Also, learning online is not always the best as you don't know how qualified the person doing the tutorial is. I started my YouTube channer after seeing a guy explaining the proper modeling technic for intersecting two cylinders. His method was all wrong. He has 70k view and tons of comments from people thanking him. And this happens all the time. But since it's too late for September, I would have to wait a year and a half before going so that gives me plenty of time to learn. I used to teach too and I realized that most of my collogues where good teachers but didn't have that much experience in the industry. I need to talk with people involved in AAA games. 
  • Celosia
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    Celosia triangle
    Might it not be just because the market isn't good? I'm in a similar situation to you, fleeing from a different but related area that also manages to be in worse shape than games, but afaik the games jobs market isn't healthy at the moment.

    You'll often see only senior openings, or not even senior openings yet all asking for 3+ years of experience in that position or N AAA games delivered. This speaks about an excess of candidates for few openings, and in those cases they tend to pass over very experienced people from tangential areas, or from the wrong country or whatever in favour of the candidates with a similar or equally good portfolio that checks all other requirements on paper, because they'll get plenty applications from them too.
  • pior
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    pior grand marshal polycounter
    "Is it possible to transfer a Maya (or Blender) rig directly into Unreal using FBX and keep the weighting?"

    That's kindof my point : by tackling a tiny portion first and taking it all the way down to the finish line (instead of doing a full character), you'll force yourself to run into this kind of question earlier than later and you'll save yourself hours/days of wasted time. For instance, to go back to your question, you'll see that UE4 and UE5 come with example projects featuring standard skeletal male and female characters that can be exported straight out of the engine to use as reference, that you likely want to base the proportions of your character on (especially since these default UE5 mannequin characters happen to match the proportions of Epic's Metahumans).

    If anything that's the unique thing about game art : a big part of making viable assets comes from being aware of the specifics of a given pipeline and/or engine and working with that. For UE, that means being hands-on with the default mannequins. That's why modders and UGC creators (very familiar with what it takes to put assets into a game, either through third party or official tools) make for good hires for a team. Of course on the daily a modeler would likely not be in charge of implementing assets in engine, but it's good knowledge to have.

    As a matter of fact once you're done with this spacesuit I'd recommend tackling some Warframe and Dota2 UGC content. Warframe UGC would mean making a head replacement using a completely different toolset for implementation, while Dota2 would involve crafting a modular outfit around the base body of an existing character, under a very strict budget and yet another toolset.

    Also FYI the UE5 editor is significantly heavier to run and less responsive than UE4. Some users don't mind it, but I am mentioning it because it can get in the way in some cases.

    (And, thanks ! It's due for quite a bit of reorganization soon).
  • BlenderBob
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    BlenderBob triangle
    I understand what you mean. I'm a technical guy and solving issues is what I do. We have our shares of problems in VFX too. I'm developing a demo. My story only has 7 characters and we'll never see them all together at the same time, or very unlikely. I only need two for the demo. So I can afford more draw calls on my characters. I will push them to the maximum quality I can get. The goal is not to make the demo for all possible computers and platforms available in the last 10 years. I'm aiming for the high end stuff. I have the ultimate gaming machine. We'll see how it goes. 

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