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bluedinoyesterday at 6:15 PM1 replyview on HN

> They couldn't optimize early and were building models and assets like it's for film. Not low poly game assets but super high poly film assets.

Reminds me of the Crack.com interview with Jonathan Clark:

Adding to the difficulty of the task, our artist had no experience in the field. I remember in a particular level we wanted to have a dungeon. A certain artist begin by creating a single brick, then duplicating it several thousand times and building a wall out of the bricks. He kept complaining that his machine was too slow when he tried to render it. Needless to say this is not the best way to model a brick wall.

https://web.archive.org/web/20160125143707/http://www.loonyg...


Replies

reactordevyesterday at 6:28 PM

this is very very common as there's only a handful of school that teach this. Displacement mapping with a single poly is the answer. Game dev focused schools have this but any other visual media school it's "build a brick, array the brick 10,000 times".