Re: The Studio Quick-Crit Thread
http://i38.tinypic.com/fjkrp3.png
Better?
That has chest, abdomen and head in one bitmap.
For the texturing my idea was to get the model unwrapped and then make a decent set of materials in 3ds material editor and bake those onto the diffuse.
Im guessing that wont work correctly?
Im just following what it says to do in my 3ds max book i got.
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
=sw=warlord
I trust cryteks judgement in making arms and legs different bitmaps as obviously they are the experts on this not me.
Welp, Crysis was terrible with optimization. It was a giant look at me.
You doing this to your model doesn't make any sense at all since you don't have a mesh for normal map and AO baking; it's going to look terrible ingame, hth. You say you're trying to get as much detail from your bake. Your model is very basic and has no detail.
2048^2 is max you need for any character.
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
mech
Welp, Crysis was terrible with optimization. It was a giant look at me.
You doing this to your model doesn't make any sense at all since you don't have a mesh for normal map and AO baking; it's going to look terrible ingame, hth. You say you're trying to get as much detail from your bake. Your model is very basic and has no detail.
2048^2 is max you need for any character.
I would say crysis had fairly good optimisation but because it had pretty much every graphical technology of the time it was too far ahead of peoples computers at the time.
I've seen quite a few developers documentaries on it and from what i've seen it has just as good as unreal its just the shaders were too damned dynamic.
Unfortunitly because i strive to keep my self legitimate i never had a chance to get used to photoshop and so have to rely on and free programs.
i learned 3d modeling from gmax initialy but since moved on to using the various 90 day demos and by the time im done its time to reformat anyways.
Re: The Studio Quick-Crit Thread
In Warlord's defense, GIMP is absolutely terrible.
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
=sw=warlord
I would say crysis had fairly good optimisation but because it had pretty much every graphical technology of the time it was too far ahead of peoples computers at the time.
Think about that one for a minute. Then think about when Halo 2 Vista came out, and why it wouldn't run on most people's computers. Same reason.
Quote:
Originally Posted by =sw=warlord
As i have said i am trying to keep it all simple while have it working at the same time, if i scale one peice larger than the next then the pixel distribution would be shot to pieces and if there is one thing ive learned from snaf or neuro its that you do not want that.
TBH it's more important to not waste texture space than have slightly different texel densities.... just don't make it drastic.
Quote:
Originally Posted by Pyong
Honestly, I think the reason for multiple bitmaps is so they can fit more detail into it, rather than having one lolhueg texture with wasted space within it.
To load in several textures all with insane amounts of wasted space is less efficient than loading in one large texture with some wasted space. If you put all of the stuff on one map, you can usually scale everything up just a little bit to make it take up more space and get more detail in there.
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
Llama Juice
Think about that one for a minute. Then think about when Halo 2 Vista came out, and why it wouldn't run on most people's computers. Same reason.
Are you seriously trying to compare halo 2 vista to Crysis?
Wow...
TBH it's more important to not waste texture space than have slightly different texel densities.... just don't make it drastic.
Well i've seen snaf and neuro bitch about pixel density being off quite a few times and since their both in the profession i would guess they knew what their doing.
To load in several textures all with insane amounts of wasted space is less efficient than loading in one large texture with some wasted space. If you put all of the stuff on one map, you can usually scale everything up just a little bit to make it take up more space and get more detail in there.
I am doing the best i can with what i have, considering this is the first actual full scale unwrap i've done i would like to say i started off on a good perch, i have now condensed the chest abdomen and head into one bitmap so that will cut down on alot.
I will see if i can put the legs and arms together but if i go any further i can say now i will have issues and im not too keen on getting some nasty texture streching.
Re: The Studio Quick-Crit Thread
You're only going to be getting stretching if you scale the UVs non uniformly, or if you're not accounting for how your texture will deform when you rig and animate the mesh.
If you scale it equally in U and V then you won't get stretching from that.
E: didn't see your bold stuff in the quote.
I was using H2V as an example to demonstrate your flawed logic of "Well it doesn't run on most machines, so it must be optimized."
Also, I'm not saying that Snaf and Neuro don't know what they're doing. They both are extremely smart people who are great artists, I'm saying that you're taking what they told you a bit too literally and wasting tons of space because of it. I'm not in the industry yet or anything, but I know what I'm doing here, I'm about to graduate from college with a BS in Game Art. I know my shit too sir.
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
Llama Juice
You're only going to be getting stretching if you scale the UVs non uniformly, or if you're not accounting for how your texture will deform when you rig and animate the mesh.
If you scale it equally in U and V then you won't get stretching from that.
E: didn't see your bold stuff in the quote.
I was using H2V as an example to demonstrate your flawed logic of "Well it doesn't run on most machines, so it must be optimized."
I wasn't using that logic i just pointed out that crysis uses that much graphics tech that it would be a very valid reason why it was slow for people, Halo 2 vista has no reason to be that slow because the original xbox ran on a underclocked celeron cpu and 64mb of ram, but somehow hiredgun managed to kill it.
Also, I'm not saying that Snaf and Neuro don't know what they're doing. They both are extremely smart people who are great artists, I'm saying that you're taking what they told you a bit too literally and wasting tons of space because of it.Im not just taking what their saying but also what im reading a rather large book on making nexgen bipeds by andrew gahan called "3ds max model for games"
I'm not in the industry yet or anything, but I know what I'm doing here, I'm about to graduate from college with a BS in Game Art. I know my shit too sir.
Im glad about that and don't think i dont appreciate the help, but as mentioned i am still learning, it has been a rather large learning curve to go from making simple daleks to a assault rifle to a monitor and now a spartan.I appreciate all the help i can get but sometimes it just feels i cannot express what i am trying to say.
.
Well heres the bitmap i've got so far.
http://i35.tinypic.com/24wr1i1.png
Yes alot of wasted space but much better than before...And now 3ds max has crashed....
Re: The Studio Quick-Crit Thread
After I got done making this render, I noticed ANOTHER rouge batch of polygons.
FUCK YOU ROUGE POLYGONS!
...They're mocking me...
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Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
=sw=warlord
I would say crysis had fairly good optimisation but because it had pretty much every graphical technology of the time it was too far ahead of peoples computers at the time.
I've seen quite a few developers documentaries on it and from what i've seen it has just as good as unreal its just the shaders were too damned dynamic.
Unfortunitly because i strive to keep my self legitimate i never had a chance to get used to photoshop and so have to rely on and free programs.
i learned 3d modeling from gmax initialy but since moved on to using the various 90 day demos and by the time im done its time to reformat anyways.
I've been working with CE2 for the past two years, the SP and MP were terribly optimized. Not just from an art perspective, but code too.