@80Level Great work.
I’m curious why he isn’t utilizing the complex features of Substrate? (Glint, Mean-Free Path)
Would look more realistic if the snow had glint.
Principal Technical Artist Ihor Fridman returns to break down his Winter Village scene, explain how he made the scene run at 60+ FPS, and share some insights on how to make digital ice look like actual ice.
Check it out: 80.lv/articles/a-pho…
@Sakata_Toji Why don’t you pad your UV islands? Genuinely asking because now I’m confused whether to use padding or just pack as much as possible without overlap.
@duroxxigar@FR3NKD@TruzzleBruh I agree, that's why I said, "Teams need to manage scope for the project." The higher the fidelity, the longer it will take to create the assets. That's just the cost of chasing realism. For the record, I think it's worth it.
@VenomousSword@FR3NKD@TruzzleBruh Your first point fails as soon as you recognize that it is not a tool problem, but a people problem. Really grasping at straws there in my opinion. No one is saying "take as much time as you want on this asset". That doesn't happen.
@OverJumpRally@FR3NKD@duroxxigar@TruzzleBruh I think both can be true. If the project is going for truly photo-real, it will always be a battle of perfectionism vs time constraints. My point is, slapping more polys on something doesn't necessarily make it more realistic.
@FR3NKD@duroxxigar@TruzzleBruh 1. It directly inflates dev time. If you tell an artist there is no polygonal limit then they will spend way more time on assets. Teams need to manage scope for the project.
2. File sizes are smaller if they are Nanite assets. Textures are now the root of large file sizes.
@duroxxigar@TruzzleBruh The possibilities offered by UE5 indirectly inflates difficulty of development, now the level of fidelity is extreme and every asset must be perfect, the software is slowed by this level of detail too, file size are huge and build time super long.