Related notes: [[21-01-01-Art]]
##### read verticles uv
veets on Smooth edges, no uvs = 100% vertex
`hard edges` - make new vert count
`uv` - also contribute.
hard edges should be where uvs - (ver count)
`vertex color` - to memory cost but not vertex cost.
'rendering passes' - (occl, shadow depths, shadow projection)
quads - only for anim and subdiv (also better uvs). for games - preserve shiluete
good uv layout is important !!! - directional and logicly connecterd
make it easy
TRIMSHEETS - uv for reuse
Splines
name | cont | tangents | interp | usecase |
---|---|---|---|---|
Linear | C0 | |||
Bezier | C0/C1 | manual | some | shapes, fonts, vectro graphics |
Hermite | C0/C1 | explicit | all | animation, physics sim , interpolation |
Catmull-Rom | C1 | auto | all | animation, path somoothing |
B-Spline | C2 (acceleration smooth) | auto | none | curvature -sensitive shapes, animation (like cam path) |
NonUniform B-Spline (NURBS) | C2 | changing weigths |
https://youtu.be/jvPPXbo87ds?t=3713
- polygonal
- box - old from box / in sculpt better
- bool
- sculpt
- nurbs - splines - bezier - oldest -industrial design smooth organic surf
- parametric max
- procedural h
- kit bash
Basics
Uniformize
- Scale in m.
- orientation - relative to world and default pose
- Time / frames
- Texel density
- Detail Density sweet spot /
-
3 levels of detail Pipelines
Resolutions - Mirrors symmetry
Workflows
- Procedural stuff for variations easly Procedural
- mesh wire - games/subdivs.
- how to textures
- Baked -
- Generic + detial, repeat - for large assets / can blow up texture calls
- meterial workflow
- procedural repeates / reuse
Common problems
- parts for bake and uvs overlaps
- symmetries /material ID bake
- pivots
- General meshes with equal triangles behave better: rendering performance (overdraw) / simulations (
Delanunay
max minimal angle (tend to 60) ! - smoothes interpolation but less approximation of surface when long trix better define edges) https://twitter.com/delaneykingrox/status/1506594473979310093
—
Hard surface
Props
- elements should be grounded
in scene
- barnacling small things around,
- footing - awareness of intersecting,
- greebling materialing
- sense of scale - 3d tend to minimize things > no sense of scale
—
Fabric
Best simulated
- Tailoring (amount of material)
- Material properties > (stretch, bend, weight)
- Grain of fabric. (weakness of cross cuts)
uv
- uv for high. bake by uv
- make uvs straight for simulation and texturing (the direction of the fibers)
Subdivision
Catmull-Clark sub
- Catmull–Clark subdivision surface - using Quads casue it can optimize YT
- Loop - work with triangles (remesh)
===============
ice
https://80.lv/articles/a-look-at-ice-shader-made-for-destiny-2/