As expected, I continue doing my work
on tessellation using UDK as my engine of choice. Talking with my tutor Josh,
we discussed the areas we could go into with tessellation. After a long
discussion we decided tackle tessellation in a way that the artist would have
full control of how the tessellation works on each asset and how it would look.
After doing some research I concluded
that using depthmaps based on sculpts created by the artist would allow for
clear, concise, precise and fully art controlled tessellation. This is the path I will follow from now on
and what I will be working on in the next few weeks.
On another note, Josh has decided to
put me in touch with a tessellation expert at Nvidia, so I will begin to make
some work in order to show him and see if he can point me in the right
direction.
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