Friday, November 25, 2022
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shaders – The right way to replicate the “character system” from Messiah (2000) in Unity?


I watched this video on youtube and bought actually inquisitive about replicating the “character system” that it covers. This article linked within the video description goes into additional element on the subject. Earlier than I try and summarize, I wish to disclose that I’m not a graphics programmer by any means, so my grasp on lots of the ideas introduced within the article linked is unfastened. What I might collect from the article, is that the system in actual time rendered a mannequin utilizing patch meshes which it might then tessellate primarily based on distance from digicam, efficiency, together with predetermined elements resembling physique elements and factors deemed vital to the silhouette. You may get an thought of this in motion by watching the video.

I additionally wish to say that my purpose for pursuing this answer is sort of totally for the aesthetic. I am keen on the “fluid” look this offers characters as their polygons and textures shift round as a facet have an effect on of the tessellation. Not solely this however as an added bonus there may be a lot much less of a efficiency price than trendy tessellation strategies, to my understanding. If anybody might give me some pointers as to the place to look into implementing a system just like this or that provides the same impact it might be a lot appreciated.

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