Yeah, I know how it worksOriginally Posted by ArgimonEd Go to original postStill to get the best performance result you would try to add the sleeve variation to the texture sheet of the shirt, so that you don't have to load an additional set of textures just because of the shortend sleeves. Typically well done texture sheets use up as much of the sheet as possible (though there are some other things to take into account that might make them less tightly packed - for example sometimes shaders require a certain alignment of UV-sets or you want to keep a certain texel-density to have a more equal texture quality across the asset,...).
As I said it is doable, but to reach the expected qualiy in an AAA game you would go back to the 3d sculpt (high poly asset), make the changes there, do all the bakes based of a properly pack uv-layout and rebuild the textures from there. Ideally not adding new texture sets to the game to reduce what needs to be loaded into memory on runtime. If done smartly you would just have to add the cuffs to the existing texture sheet, but again it depends if you can get them there at all - and if you have to change the UV-layout you basically have to re-bake and re-texutre the whole thing
Edit: Keep also in mind moders can do whatever they want. They don't have to make sure they pass console certifications, while Sony/MS check games to make sure minimum performance requirements are met. That's why modders don't optimize as much as studios (natuarlly they are also limited by not having access to the engine and original high res models and whatnot - so they have to work around issues).
The team I mentioned done like this.
Changed the sleeves the way I mentioned and done a new UV map for that shirt.
The result is actually better than what we currently have in BP and several AAA games.
Now that the team merged with RHS and are using scanning technology, the quality grew exponentially.
And their 3D artist does most of the sleeve variations like this.
Siege A would do the UV map variations.
This saves time and the results are really good quality wise.
Yeah, makes sense. I just guess it doesn't make financial sense for Ubisoft (as it would require a lot of manhours to change all the assets - not always justifiable for a company contrary to modders)Originally Posted by ArgimonEd Go to original post![]()
Scanning is also a interesting way of doing stuff. I know that Naughty Dog has been using scans to some degree. Basically if you can get a scan of real life items it can speed up the creation process to some degree. Scanning is far from a solution for everything, but i can make certain initial parts of the asset production easier![]()
Given the myriad of issues title has, rolling of sleeves is way down list
Let’s get the basics sorted first, wait that should of been via testing prior to release
Keep the bs cosmetics etc and make game playable as I should of been upon release, here we are 1yr into this and it’s still chit sandwich
Originally Posted by red2smok Go to original post
You do realize that the devs that are responsible for creating game content, fixing bugs, and even creating models for rolled up sleeves, are not the same people, right? They might not even all work in France, the way Ubi farms work out to their smaller studios.
Quality control
Or lack of
Regardless of whom completed mod, verification of change to ensure zero impact on existing code
If it has ubi labeL then they are responsible for customer satisfaction....... or not
Intent was not to slight suggestion of rolled sleeves
Less customization is better imho ya don’t need 50 poorly modeled guns, 10 done to perfection would be preferable for most
Sniper elite has the min of everything, but excels in game play and immersion
Not trying to minimize your discussion, nor am I complaining
Don’t want ubi doing sleeves thinking it will placate chit sandwich they served up
Doesn't matter. They aren't listening to any of us anyway.Originally Posted by red2smok Go to original post