Forum Archive › Collab2021-WIP-PFBourassa › Reply To: Collab2021-WIP-PFBourassa
@pfbourassa Crap…I was going to say “great job”… 😉
You and @tijnkroon absolutely crushed this first week with minimal guidance from me. I LOVE that about this community. It’s the kind of resourcefulness I hoped – nay – knew was be there. For the quality of result and tests you get full points + some extra 👏
Will the camera stay close to the house, and low to the ground?
I don’t plan to restrict the camera in any way. But I definitely want to prioritize quality / optimization based on distance from the house. I will explain this during the stream tomorrow, but FG assets (closest to the house) will be max fidelity, MG will be optimized a bit more to require less resources, BG will be max optimization.
The expectation will be that viewers stay closest to the house. This means that the environment only needs to look good from within the FG zone. But viewers won’t be restricted to navigating into the BG area (for seeing how its made for example).
I think your card system is likely the way we’ll need to go for BG assets. Now that you’ve run a test for the real geo and it’s not looking good ha. Once I introduce lighting (week 3 I expect) we can lock it and your bakes will look natural. Only note about your current bake is I’d like to see more gradient from light to dark:

Glad to see the “shadeless” advice given. We’ll no doubt good plenty of good use out of that technique.
For week 2 I’ll tell you the same thing I told tijn: For week 2 it’d be nice to get a couple more variants and test some population techniques. You can test on a randomized ground plane or grab the terrain meshes I’m working on. Very curious to find out how optimal these can be once populated.