Hello! I’m a weapons / hard surface artist doing some research into different workflows for weapon Nanite game meshes for FPS games. I’d like to better understand the implications on performance and quality of each method.
Are there any hard surface or technical artists here who could share your insights and experience?
Here are the methods I’m investigating:
- Option A: All soft edges with face-weighted normals
- Option B: Hard edges in alignment with all UV seams
- Option C: Geometry-driven (all soft edges with supporting geo to hold up the face shading)
Before Nanite, my typical workflow was to add hard edges in alignment with all of the UV seams. With Nanite, I’ve been doing all soft edges with face-weighted normals. I’m considering whether or not going back to the pre-Nanite workflow with hard edges, while still keeping the geometry more mid-poly and tessellated to be Nanite-friendly, would be a good choice to make the workflow more unified and predictable for scaling up production and co-development.
What are the implications of using hard edges on FP weapons with Nanite? In your opinion and experience, which workflow is the most suitable for FP weapons in terms of performance and quality?