Timeline for Creating a Full Stadium of People, Ready as a Game Asset (ie. not too CPU intensive)
Current License: CC BY-SA 4.0
12 events
when toggle format | what | by | license | comment | |
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May 14, 2021 at 21:06 | vote | accept | I_Keep_Trying | ||
May 14, 2021 at 20:14 | answer | added | Kevin | timeline score: 1 | |
May 14, 2021 at 15:29 | comment | added | I_Keep_Trying | I actually have the same question, but regarding the seats in the stadium. Would it be better to make them in maya (all of them) or is it better to import just one chair mesh to Unity and place them procedurally? | |
May 14, 2021 at 14:46 | comment | added | I_Keep_Trying | Thanks Bob. That is just the sort of thing I was after. Once I get my crowd populated I will definitely do the Depth Of Field alongside that | |
May 14, 2021 at 14:40 | comment | added | bob | You could also use depth of field to make it less obvious that the audience isn't high-poly meshes (or meshes at all), by making the camera focus on the competitors and the ring, with the spectators out of focus. Depth of field is easy to do in Unity with URP pipeline. This would also make it easier for the player to focus on the action without getting distracted by a highly-detailed background. Be aware though that if you go this route and your background moves a lot, players may get nauseated, so you probably don't want your audience to move a lot all the time. | |
May 14, 2021 at 14:26 | comment | added | I_Keep_Trying | lol 'imposters lod' does bring up lots haha. its a minefield my search term brought up lots of weird results. i did manage to stumble across this NP3D thing, enjoying the read. If i solve the problem i will post it as an answer later. Thanks again for your help | |
May 14, 2021 at 14:18 | comment | added | DMGregory♦ | I can't reproduce that problem. Searching "imposters lod" is giving me a full page of results talking about this exact technique. We also have past Q&A about it here. | |
May 14, 2021 at 14:15 | comment | added | I_Keep_Trying | If you happen to have a link about 'imposters' i could give a read, that would be great. My google search 'imposters 3d LOD' brought up nothing much :| (edit: i did find this, gonna try read and understand it... users.soe.ucsc.edu/~davis/papers/yee_masters_project_paper.pdf) | |
May 14, 2021 at 14:08 | history | edited | I_Keep_Trying | CC BY-SA 4.0 |
deleted 51 characters in body; edited tags; edited title
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May 14, 2021 at 14:01 | comment | added | I_Keep_Trying | Thank you I will try to think of another question and edit this | |
May 14, 2021 at 13:58 | comment | added | DMGregory♦ | You probably do not want to try rendering individual scattered models for an entire stadium full of people. I'd recommend revising this question to "How to render a stadium crowd" to draw answers that are lighter-weight than scattering full fledged models and game objects. Some things to consider would be imposters, as are commonly used for LOD systems, or compute shader driven mesh particles / VFX graphs, which I recall a recent Star Wars game used for background crowds and armies. | |
May 14, 2021 at 13:28 | history | asked | I_Keep_Trying | CC BY-SA 4.0 |