This "San Miguel” scene was modeled and then rendered in pbrt by Guillermo M. Leal Llaguno, based on a hacienda that he visited in San Miguel de Allende, Mexico.
The scene was modeled in 3ds max and exported to the pbrt file format with a custom script written by Guillermo. The scene features just over 2.5 million unique triangles and has a total geometric complexity of 10.7 million triangles due to the use of object instancing; the pbrt files that describe the scene geometry require 620 MB of on-disk storage. There are a total of 354 texture maps, representing 293 MB of texture data. Final rendering of the cover image at 1496 by 2235 resolution using pbrt took over 40 hours of computation on an eight-core Mac Pro computer.
Cool, point being?
this is why people bake things.
i would take a 20k texture any day over 10 mil triangles
Is the point that it looks retardedly bad to what you could achieve in real time with far less geometry?
>>543510
would take 30 or less hours on same priced computer
>>543539
the process of taking a large amount of polygons and optimize them with normal maps
>>543539
>What does "bake" mean?
Transfer information from a highpoly mesh to a lowpoly mesh by rendering that information to textures.
>>543667
you can also bake keyframes almost like a precomposed layer on after effects
>>543667
what else can you bake into texture maps?
>>543733
ambient occlusion
>>543733
thickness
vertex color
ambient occlusion
displacement
curve maps
etc
>>543667
>but baking is not limited to normal maps.
That's why I said "information". AO,thickness,normals,cavity,curvature, it's all information.