Or, just throw a PS1 filter on top and make some retro games
Or, just throw a PS1 filter on top and make some retro games
The paper doesn't show topology, UVs or the output texture, so we're left to assume the models look something like what you'd find when using photogrammetry: triangulated blobs with highly segmented UV islands and very large textures. Fine for background elements in a 3D render, but unsuitable for use in a game engine or real-time pipeline.
In my job I've sometimes been given 3D scans and asked to include them in a game. They require extensive cleanup to become usable, if you care about visual quality and performance at all.
Sure, the results are excellent.
> Or, just throw a PS1 filter on top and make some retro games
There's so many creative ways to use these workflows. Consider how much people achieved with NES graphics. The biggest obstacles are tools and marketplaces.
I don’t have time to leave a longer reply, and I still need to read over their entire white paper later tonight, but I’m surprised to see someone who claims to be an artist be convinced that this is “incredible”.