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In Yiffalicious, we're using something called DX11 tessellation. What this does is generating high quality meshes in realtime (in hardware) for basically zero performance cost. Of course, it requires you to have such hardware (GeForce 460+). The implications of this are manifold. For one, it will allow very high mesh quality (obviously), with nice, smooth silhouettes. But it also means authoring will become easier. Having very high poly models does make skinning (a process in preparing a model for a game) harder and more time consuming. By using DX11 tessellation, the models can be fairly low poly and can still be several orders of magnitude more detailed than high poly ones. What's more - if you have a low poly model and bring it into the game, it will look nice and smooth! Without any effort. We think this is an important step in providing a good environment for 3rd party assets. It makes it easier to author, it looks better and it increases performance [compared to having high poly mesh]. Also, it opens doors for meshes to grow (inflation) without causing hard edges.

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Lemalas

Nice! Can we get a higher res of this one too? It's not that I want to look at the butt, I just want to see the um polygonal things. It's definitely NOT the butt (can't wait to look at that butt)

yiffalicious

Here you go! <a href="http://www.yiffalicious.com/static/tessellation.jpg" rel="nofollow noopener" target="_blank">http://www.yiffalicious.com/static/tessellation.jpg</a>

Anonymous

Will you have body size and proportion sliders to take advantage of this?

Anonymous

Looks like the butt and legs got smoothed properly but the breasts and arms got subdivided without any smoothing. They have more polygons but the surfaces are still flat.

yiffalicious

Yeah, we noticed this after we uploaded the image. Decimating a model doesn't really give a good mesh, so the topology is badly optimized for tessellation in some places. The real models won't have this problem.