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Lets just take a deeper look into the Campaign Evolved Assets 🤔
521,960 görüntüleme • 1 ay önce •via X (Twitter)
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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.

Oh look its my tool!

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

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.

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

Maybe I can be a 3D artist after all

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.

what in the name of fuck.

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.

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

Ai? or just really shitty decimation pass?

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.

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

Assets used for Nanite scare me lol

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

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.

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! ^^

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

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.

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

@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

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

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.

Holy unoptimized assets batman!

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

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

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

Is this overlapping LODs?

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.

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.

Is it ilegal to optimize meshes in the US?

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.

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

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

They use Nanite and vertex colours for a masking

Oh this shit was AI generated
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HALO JUST DROPPED 6 HOURS OF THE CAMPAIGN EVOLVED MENU???
Mint Blitz
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