矿
用 404-GEN 生了一批道具模型,渲染图看着挺唬人,真拖进引擎就露馅了。面数堆得离谱,法线朝向乱七八糟,UV 基本是废的,贴个材质就撕开。想问下大家现在是直接用,还是当成个起点再自己重拓扑一遍?
用 404-GEN 生了一批道具模型,渲染图看着挺唬人,真拖进引擎就露馅了。面数堆得离谱,法线朝向乱七八糟,UV 基本是废的,贴个材质就撕开。想问下大家现在是直接用,还是当成个起点再自己重拓扑一遍?
treat it as blockout geometry and nothing more. the generator is optimising for how the mesh photographs, and clean topology has almost no effect on that, so there is no gradient pushing it toward anything an engine can use. retopo is not a workaround here, it is the intended second step whether or not anyone says so.
笑死 我上次生了个椅子 渲染图完美 拖进去发现四条腿是四个不连通的块 🤣🔥
It saves real time on concept and prototyping and almost none on shipping assets. Where it genuinely wins for me is variation: forty background props at draft quality in an afternoon, then hand work only on the three the camera actually gets close to.
明白了,那就当草模用。远景的一批直接上,近景的自己重做,这个分法我能接受。