How devs can spot AI-generated 3D models
Game Developer
NOVEMBER 5, 2024
Baked-in lighting, mushy meshes, and high polygon counts are telltale signs of AI-generated work.
Game Developer
NOVEMBER 5, 2024
Baked-in lighting, mushy meshes, and high polygon counts are telltale signs of AI-generated work.
CG Spectrum
FEBRUARY 1, 2023
It helps reduce the amount of detail by simplifying polygons and textures as they get further away from the camera. Bump maps are useful for all types of 3D models — from rocks, wood, and concrete surfaces to fabric and other organic materials, adding a finer level of detail without the additional polygons or memory constraints.
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iXie gaming
FEBRUARY 23, 2023
This, together with dynamic or baked-in lighting and shadows, enables the creation of amazing photorealistic material that nevertheless operates in real time. Number of Polygons: The number of polygons that may be used in the engine is likely the biggest change between UE4 and UE5.
Mircosoft Game Dev
DECEMBER 19, 2022
Some of the most notables feature changes in this update are: 3D: Switch Mesh surface indexing to start at 0 so string name matches integer index ( GH-70176 ). Core: Handle corner cases for curve baking ( GH-69726 ). Buildsystem: Rename float=64 SCons option to precision=double ( GH-67399 ).
Mnenad
FEBRUARY 26, 2018
Mainly I focused on generating grass that bends in the wind and some fern like plants, but what comes next is usable for all kind of meshes. Batching means to combine mesh objects that share the same material or that are marked as static in the Unity inspector. In my case I had terrible FPS with just some thousand mesh instances.
Mircosoft Game Dev
DECEMBER 19, 2022
Some of the most notables feature changes in this update are: 3D: Switch Mesh surface indexing to start at 0 so string name matches integer index ( GH-70176 ). Core: Handle corner cases for curve baking ( GH-69726 ). Buildsystem: Rename float=64 SCons option to precision=double ( GH-67399 ).
Mircosoft Game Dev
JULY 28, 2022
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. You can move the polygon with the node transform, drag the corners to reshape it, add delete points. Anything behind the polygon will be culled from view. and backported to 3.5.
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