Friday, 26 October 2012

More Tessellation


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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