Yeah it needs more still. It should be noticeable fully zoomed out. Though the floating piece by the guard of the sword is the most concerning. I would make it so it doesn't float and has a bevel that connects it down to the blade.
A mix of floating geometry and a bit of optimization should work ok. Floating stuff will give you some problems if you are baking out displacement maps and/or ambient occlusion maps, but can still be a usefull time saver.
Okay so the reason is pointPosition is giving 3 values but vertex list will only take one value (float). So we just change the data type to vector and all is good :) float $vertexList[] to vector $vertexList[]
Hi! I was thinking about this yesterday. Now with real time tesselation available, we can use displacement maps in our materials. Floating geometry is not a problem for normal maps since the normals don't change if some floating high poly geometry is above(not too much of course) the base high poly geometry. Now that…