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Lets just take a deeper look into the Campaign Evolved Assets 🤔

521,960 次观看 • 1 个月前 •via X (Twitter)

36 条评论

Flipdark95 🇦🇺 (Commissions are open) 的头像
Flipdark95 🇦🇺 (Commissions are open)1 个月前

Misleading. The tool essentially seems to be pulling every LOD mesh along with the actual mesh itself, which is why the wireframe looks so messed up.

Zoephie 的头像
Zoephie1 个月前

Oh look its my tool!

UneeQ 的头像
UneeQ1 个月前

W tool, its going to let me create some cool things🫡

Threat Interactive 的头像
Threat Interactive1 个月前

Stop listening to Epic Game's damaging control puppet Matt Oztalay. He constantly gives basic/shallow or completely false nanite "advice". Why does fortnite perform better than most UE games? Because the majority of geometry content does not trigger the 3x slower software rasterizer.

Dan Lopez 的头像
Dan Lopez1 个月前

I don't think it's unusual, since the game uses nanite.

BabyBlake 的头像
BabyBlake1 个月前

Maybe I can be a 3D artist after all

MANN 的头像
MANN1 个月前

That has to have been AI vibe coded by some lazy slob. I'm glad they're all getting fired. It's not enough until that whole studio shuts down and the halo games are given to a dev team that knows what the fuck they're doing.

DDB 的头像
DDB1 个月前

what in the name of fuck.

Regulus Arms 的头像
Regulus Arms1 个月前

they couldn't hit simplify polygons in their editor???? more proof that these devs only know how to use unreal engine, they dont know how to code, they dont know why their game is not optimized. they only know how to use pre-built tools.

Wholesomello 的头像
Wholesomello1 个月前

Games weigh 300GB and still look like noisy, blurry shit from an arse

DocSmurf 的头像
DocSmurf1 个月前

Ai? or just really shitty decimation pass?

Mostly Peaceful Taquitos 的头像
Mostly Peaceful Taquitos1 个月前

No way. Are you fucking serious? They didn't even bake it, they just straight up used the complex versions as the in-game shit? There's no fucking way. Even I, a layman with no real game dev experience know to bake the normals.

Neckzilla 的头像
Neckzilla1 个月前

id assume this is just the nanite version of the mesh. the source mesh does NOT look like this

Corbin 的头像
Corbin1 个月前

Assets used for Nanite scare me lol

Neptune Scalibur | NepScalVA 的头像
Neptune Scalibur | NepScalVA1 个月前

this looks like the shit you'd find on topologygore not in an actual game FFS

Streamings 的头像
Streamings1 个月前

If they used Nanite, then its not a big deal. Yes, there might be Nanite overdraw when overlapping assets too much but overall these meshes are not an issue. I won't say that it's a good thing, but this is also a little witchhunt at this point @UneeQtV - I am not affiliated with Bungie and have my critique on some decisions, but this is not one of it.

Dorpenka 的头像
Dorpenka1 个月前

I remember hearing that some model tools export them with the nanite stuff on them and not the actual model with the intended topology. It happened to my friend when he exported Oblivion remastered assets. Tho this still looks like doo doo so carry on friend! ^^

Luka Volkov 的头像
Luka Volkov1 个月前

Could this be the forge objects for the next multiplayer too?

UneeQ 的头像
UneeQ1 个月前

Honestly they are sitting on ALOT of high quality assets just waiting to be used with forge haha, A UEFN version of halo would be awesome. Seems like most of the objects are built for modular use and would be great for kit bashing.

Neckzilla 的头像
Neckzilla1 个月前

@FOTUS still dont get why ppl with access to blender and other 3d software would still use forge lol so weird to me

UneeQ 的头像
UneeQ1 个月前

@FOTUS Many benefits of using forge to create. Iteration time Real time editing Prebuilt Modular kits Co-op Editing in real time up to 24 users Publish and play in minutes Great way to build content for Halo infinite, considering you can’t any other way And you can do it on an Xbox one

Ivan Ironfist 的头像
Ivan Ironfist1 个月前

Surprised they dont have two fuel storage below the flight deck.

MAkOV 的头像
MAkOV1 个月前

Ну, если это правда, то Halo Studios удивительно хорошо справились с оптимизацией на Unreal Engine 5, похоже Nanite впервые хорошо выполняет свою работу в игре.

Johnbrobro 的头像
Johnbrobro1 个月前

Holy unoptimized assets batman!

Ryan Carbotte 的头像
Ryan Carbotte1 个月前

This is not what the meshes look like in-game. Whatever this tool is it clearly doesn't know how to render nanite meshes.

Syndrome Warrior 的头像
Syndrome Warrior1 个月前

No wonder this ran like shit on my 6 year old desktop

Donkey 的头像
Donkey1 个月前

How many triangles do you need for a flat surface? Halo Studios: all of them

Ian Zelbo 的头像
Ian Zelbo1 个月前

Is this overlapping LODs?

Chris Bishop 的头像
Chris Bishop1 个月前

Asset can be dense these days. and its hard to comment when viewing them in a bubble. so I'll stay reserved on that. But what I CAN say, is that none of these models were optimized with human hands... That's for sure.

LamedBet 的头像
LamedBet1 个月前

There's no way human hands made 2 of those. You'd struggle to replicate it on purpose; it would take more time to create those spiderwebs than to mesh properly. Either the mesh is AI generated or this is after some kind of retopology process.

TokyoWarfare 的头像
TokyoWarfare1 个月前

Is it ilegal to optimize meshes in the US?

Rex 的头像
Rex1 个月前

I see Nanite in discussions of this. How much is nanite contributing to these extremely dense meshes? I have a handle of 3D, but not the game design part of it.

Adrian Parkinson 的头像
Adrian Parkinson1 个月前

What do the textures look like? Because right now some of those are looking a little AI-ish.

Rodney 的头像
Rodney1 个月前

Is that shit ai generate? even hard surface in blender doesn't get you this topology

Adam Kiraly 的头像
Adam Kiraly1 个月前

They use Nanite and vertex colours for a masking

Uzer 的头像
Uzer1 个月前

Oh this shit was AI generated

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