Thanks, very useful info. I'm still wondering if the do the high poly version of these pieces and then bake them down, to have smooth edges and other elements ?
Do they have any bevels on the edges? Interesting to look at where they do them. I've heard that in AAA games most of the corners are beveled with at least 1 segment and harden normals applied.
My guess is with so many buildings filling the city, it'd be a bit expensive. They may have a trimsheet bevel on some parts, but from what I can see, some edges have a bevel, some don't.
@@EMC3D I guess the only way to find out is to download some of the game assets and try to analyze the logic behind their strategy of beveling (or not beveling). There should be some but high chance that it may vary in different projects and studios.
@@vladimirlavrentyev9206 It's Insominiac games. They did an enitire GDC talk on trim sheets for Sunset Overdrive, I'm guessing that same principle carried over to newer games.
@@NicCrimson I've just read the pdf presentation on Sunset Overdrive normal trims. Turned out that I've just seen the pictures from this article the other day. The article shows the process of applying trim bevels on a unevenly curved surface by making an additional loop along the edge (page 42) because this is the only way to quadrify a UV of a curved surface for normal trims but making a 1 segment bevel with hardened normals makes the same effect and adds the same amount of geometry. As for the rectangular surfaces and evenly curved arcs and cylinders it still looks like a good optimization method. Although I don't quite understand how to combine this with trim sheet texturing. Should I make a separate UV for normal map or should I somehow adjust trims for normal details to trims for other shader maps. As for the big object that have UVs bigger than a whole UV tile I guess beveling is still the best way.
real knowledge
Cheers!
Thanks, very useful info. I'm still wondering if the do the high poly version of these pieces and then bake them down, to have smooth edges and other elements ?
Nope, for most of the stuff here they use trim sheets and tileable materials. To hide the tilling they use decals and vertex paint.
Good question!
thanks for the video . iv learned alot of things about topology because of your content. thank you ^^
😄
Great lecture, man! Would displacement maps be used to push low poly mesh details about, or would that add to much to the performance?
A lot of normal map stuff for sure to help it sell the depth.
Curious about the trim sheet authoring for this type of thing, in the final result it looks quite bespoke where the damage is etc
Most likely decals, e.g - where the leaked damage/dirt is, floated on top as a plane or another UV set.
Do they have any bevels on the edges? Interesting to look at where they do them. I've heard that in AAA games most of the corners are beveled with at least 1 segment and harden normals applied.
My guess is with so many buildings filling the city, it'd be a bit expensive. They may have a trimsheet bevel on some parts, but from what I can see, some edges have a bevel, some don't.
@@EMC3D I guess the only way to find out is to download some of the game assets and try to analyze the logic behind their strategy of beveling (or not beveling). There should be some but high chance that it may vary in different projects and studios.
@@vladimirlavrentyev9206 It's Insominiac games. They did an enitire GDC talk on trim sheets for Sunset Overdrive, I'm guessing that same principle carried over to newer games.
@@NicCrimson I've just read the pdf presentation on Sunset Overdrive normal trims. Turned out that I've just seen the pictures from this article the other day. The article shows the process of applying trim bevels on a unevenly curved surface by making an additional loop along the edge (page 42) because this is the only way to quadrify a UV of a curved surface for normal trims but making a 1 segment bevel with hardened normals makes the same effect and adds the same amount of geometry. As for the rectangular surfaces and evenly curved arcs and cylinders it still looks like a good optimization method. Although I don't quite understand how to combine this with trim sheet texturing. Should I make a separate UV for normal map or should I somehow adjust trims for normal details to trims for other shader maps. As for the big object that have UVs bigger than a whole UV tile I guess beveling is still the best way.
Thanks for this Amazing Breakdown, can you please share the link to the original GDC video ? somehow i could't find it .. Thanks a lot.
I'll add it to the description, good spot! Give it a check in a few hours when I am back and it should be in there at some point today.
@@EMC3D Thanks a lot, i really appreciate it
@@yacineygamer6457 ua-cam.com/video/RgUaPmDJ2r4/v-deo.html
Сначала лайк, потом просмотр👍
Cheers!