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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Catnip Games
MARCH 19, 2022
I got rid of that and switched to a polygon based approach which plugs into Box2D. Material polygons are created as invisible objects in Blender and exported into the game. They are now baked into tiles, so map editing is much easier. I also changed the way fences are placed on the map.
Mircosoft Game Dev
MAY 8, 2020
Most scenes bake in seconds instead of minutes or hours. branch uses state of the art algorithms to ensure the maximum possible quality: Bakes geometry to lightmap coordinates using the actual rendering code, so any existing shader or material works. Allows baking dynamic and static lights. Features of the new Godot 4.0
Mircosoft Game Dev
DECEMBER 19, 2022
Core: Handle corner cases for curve baking ( GH-69726 ). If you have existing scenes and resources with navigation polygons and meshes, you might want to skip beta 9 and wait for beta 10 in a few days so that your scenes and resources are ported seamlessly. Buildsystem: Rename float=64 SCons option to precision=double ( GH-67399 ).
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.
Nvidia
MAY 26, 2021
Nanite enables film-quality source art consisting of millions or billions of polygons to be directly imported into Unreal Engine — all while maintaining a real-time frame rate and without sacrificing fidelity.
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