![]() ![]() ![]() Apply the vector displacement map to push the vertices into their sub-d positions.In UE4 (or engine of choice) flat tessellate the model.Bake the difference in positions of the vertices between these two meshes into a vector displacement map and normal map.Also tessellate it using Catmull Clark creased sub-d.In Houdini, tessellate the model completely flat.I’m not likely to be able to implement the Call Of Duty approach myself, so I’ve done something far more hacky, but slightly less gross than my previous Unity attempt □ If I removed creases across the whole model, and beveled all the edges to get the same end result I’d need a base mesh around 6000 vertices (2000 vertices more than the creased version).įor the sake of showing how much work the creasing is doing for me, here is the base model vs Sub-d vs Creased Sub-d: If I were to bevel those edges instead, my base model would go from 3924 vertices to 4392. Here are some loops on my wheel model that are heavily creased: If you bake out a normal map, and decide the bevels aren’t quite wide enough, you can just change the crease value and re-bake. This is nice for keeping a low poly mesh, but also allows you a little more flexibility.įor example, if you come back and change the model, you don’t have to un bevel and re-bevel edges. It is unclear if they shipped edge-creasing in any of their released games, but they definitely use CC subdivision surfaces.Īnd sure, technically there has been real-time subdivision in games going back to TruForm on ATI cards in the early 2000s, and probably before then for all I know, but I’m specifically interested in Catmull-Clark sub-d, and specifically edge creasing □ Why creases?Ĭreasing gives you control over the sharpness of edges, without having to manually bevel all of your edge loops. There are a few games out there using real-time sub-d, including the folks at Activision who have demonstrated CC sub-d with creases in a game engine:Įfficient GPU Rendering of Subdivision Surfaces using Adaptive Quadtrees I previously made a tool to build LODs from sub-d surfaces in Unity, just to have some way of getting a sub-d like mesh in engine. I’ve been hoping for edge creased Catmull-Clark subdivision in game engines ever since I started using Modo about 10 years ago. ![]()
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