Oh come on, I’ve been doing this type of work for about 15 years in 3D modelling, texturing and programming. What a joke.
Quality is in the details. Not the details you get when you scan a brick and import 20.000 vertices into your software, but the details you implement because they have actual value.
Artistic value, performance value, details implemented because the end user will actually see and care about them. If something doesn’t have that value you simply don’t implement it. Saying “here’s a million vertices in a virtual teacup” does not have that value. Maybe if you are a museum which absolutely needs a top quality virtual scan of a teacup but definitely not someone who wants to play a game.
Thinking of it you say this creator is a pro but implementing more detail than you require is a beginner mistake. Some of the absolute first things you learn when modelling objects and environments are:
- Details must match, you can’t have one object ultra detail and the other lower detail, because a high detail object makes another look bad.
- You don’t implement details you don’t see. This applies for literal invisible details (like a screw model inside a piece of wood) or an area you can’t visit with the character.
- You must be aware of how much detail you can see from the camera’s perspective. implementing any more is just bad for performance.
Now I could list a lot more of beginner knowledge and you can’t just ignore it by saying “Oh but Nanite does it for you”. Right now I am not interested in working with Nanite because it is not relevant for the current projects. It is not relevant for the target hardware. It is not relevant for the development workflow.
I’ll die laughing while I drown in my coffee when the next Crash Bandicoot -like game is made with Nanite.