Hey everyone, Just wrapped up this high-poly mechanoid sculpt — around 28 million tris and 462 bones. Main concept: The Mechanid Suit is an advanced fusion-tech combat system wielded by alien warriors during their invasion of Earth. It represents the aliens’ drive to merge their fusion technology with human engineering,…
20m seems way excessive to me. How does it work in the viewport for an animator who is trying to animate a specific shot? Can they get interactive feedback and quick playblasts of their work as they refine it? Also how does this complexity affect loading and saving times? Rendering times? CPU and RAM usage? All of these…
It actually runs smoothly even at 28M polys, probably due to the 1 bone = 1 mesh principle (excluding cables). I animated it straight after ZBrush, then reattached textured meshes to bones, but it could actually perform well on a USD import too — it has real-time performance in the viewport on a gaming laptop (i9-14900K,…
Thanks! Yeah, that’s exactly the idea — kind of a masking effect, like a white shark’s grey-white coloring. The goal is to make it blend and disappear at distance. I’m planning to add some organic elements and get those animated soon.