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Anonymous No. 935157

With polygon counts increasing do you think texture painting and uv unwrapping will become obsolete to vertex painting?

Anonymous No. 935158

NO

Anonymous No. 935162

>>935157
it depends on how much memory/power can took or use a gpu for lets say 1-2 millon tris vs +8k textures

Anonymous No. 935169

>>935157
God no UV's are super useful. That's why Ptex never really took off

Anonymous No. 935170

>>935157
yes, probably in our lifetimes
but in the near future? like 10-20 years from now? absolutely not

UV's take less hardware resources to texture, people are trained in the workflow, every single 3D package out there uses UV's, there is no such thing as a non-UV dedicated texturing software

Anonymous No. 935721

>>935157
In a real-time sense, textures can be a lot faster. You can theoretically(16k textures is the current limit) put as much detail as you want in a single triangle if have the RAM for it. There's no overhead for passing bigger vertex data, which is proportional to the vertex count. It's just a simple lookup. So I don't think they'll be obsolete. Less used(as far as visual textures go)? Sure, since it increases productivity. If you have a setup with 300 polygons and render at 1080p, it'll be probably be less costly to use vertex colors, but again, it's just a simple lookup(with mipmap resolution), so it'd be negligible.
There's also the question of generative systems like machine learning, which phase out humans for the most part, so it's easy to choose the optimal method on a rapid production schedule.
Then there's machine learning specifically, which may be able to predict/make up texture look ups between a few vertex colors and give a super detailed output without any textures.

Anonymous No. 935724

>>935157
the fuck you talking abut?

Anonymous No. 935725

>>935157
isn't vertex painting albedo only?

Anonymous No. 935726

>>935725
You can write as many textures(or any information) you want in a mesh. Obviously, that comes with a bigger file size. It's not typical though, so you'll have to dig somewhat deeper in popular 3D editors(Maya, Max, Blender, etc).

Anonymous No. 935730

>>935726
honestly too clunky, too resource hungry, too much hassle for it to work

Anonymous No. 935925

>>935157
There is no standard for material authoring so I don't think so, I decided to stop porting avatars to Unity because its shader setup sucks ass (why the fricking unified smoothness slider instead of roughness and metallic being separate?)

Anonymous No. 936530

>>935925
You have to write your own shaders in order for it not to be a pain.

Anonymous No. 936604

>>935157
state-of-the-art is a niche, not the norm. most games are indie or older tech. therefore no.

Anonymous No. 936622

>>935157
Unless it's the specific style you're going for you never want texture resolution to be linked directly to vertex count, it will very quickly start using more memory than a texture would

Anonymous No. 936623

>>935157
Polygon counts don't need to endlessly increase because you can only get so "close" to a model before diminishing returns kick in. Vertex painting wont take off. UV's are too good. I think we'll just have really really good retopologization and unwrapping AI

Anonymous No. 936819

>>935157
Very unlikely. However eventually AI/proceedural tools will do so much of the heavy lifting most 3D artists will barely interact with them.

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Anonymous No. 938263

>>935157
powerful computers make weak developers

Anonymous No. 938335

No, the amount of vertex resolution needed to match 16k textures would be overkill for describing the actual geometry, they'd be no benefit over just using UV maps.

Next leap will be ai generating frames and skipping the 3D stage entirely.

Anonymous No. 939177

>>938335
doubt it, ai models are computationally expensive you can't shit out an entire scene without any rasterization going on, we'll see continual improvements to FSR / DLSS or Ai based techniques to enhance existing algorithms

Anonymous No. 939178

>>935157
Only on 4chan could you find a question this stupidly clueless. In what world do you think one would replace the other?

Anonymous No. 939498

Wait so a plane sill need to be super detailed just to render something?

Anonymous No. 939978

simply no