Page 563 of 645 FirstFirst ... 63 463 513 553 561 562 563 564 565 573 613 ... LastLast
Results 5,621 to 5,630 of 6443

Thread: Quick-Crit 2008-2009

  1. #5621
    Cancer paladin's Avatar
    Join Date
    Dec 2006
    Location
    DGG558
    Posts
    4,614

    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by kid908 View Post
    @Paladin: My wine glass don't have those =\ did It come with such objects on it?

    you buy them seperate. I got them as a stocking stuffer a few years ago :/

  2. #5622
    Senior Member =sw=warlord's Avatar
    Join Date
    Jan 2007
    Location
    Dalek Crucible
    Posts
    5,331

    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by kid908 View Post
    make the bitmap larger...

    2048^2 is a large enough bitmap. But if you need, halo will accept bitmaps larger than 5120x5120.
    Note where i said "Crytek" not "Bungie", im putting this into crysis not halo but considering this is as good a place as any to get feedback i posted for feedback here.

  3. #5623
    Hmmm... MetKiller Joe's Avatar
    Join Date
    Sep 2006
    Location
    Somewhere in space-time
    Posts
    1,196

    Re: The Studio Quick-Crit Thread

    To be quite honest, warlord. Spreading your bitmaps over 3-4 textures is easy, and it doesn't force you to think about UV space/arrangement, texel density, and detail that you can paint onto it depending on those factors.

    You are taking the easy way out, imo, and using "Its Crytek's method" as an excuse (even if you aren't, that's what it looks like to us, and probably any future employer). It is also inefficient using that method because it will eat resources.

    If you are trying to only practice photoshop texture painting, then I guess it is sorta justified, but you are still painting depending on an unrealistic set of factors.

  4. #5624
    Senior Member =sw=warlord's Avatar
    Join Date
    Jan 2007
    Location
    Dalek Crucible
    Posts
    5,331

    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by MetKiller Joe View Post
    To be quite honest, warlord. Spreading your bitmaps over 3-4 textures is easy, and it doesn't force you to think about UV space/arrangement, texel density, and detail that you can paint onto it depending on those factors.

    You are taking the easy way out, imo, and using "Its Crytek's method" as an excuse (even if you aren't, that's what it looks like to us, and probably any future employer). It is also inefficient using that method because it will eat resources.

    If you are trying to only practice photoshop texture painting, then I guess it is sorta justified, but you are still painting depending on an unrealistic set of factors.
    I don't even have photoshop so i've been trying to bake the bitmaps with enough detail i wont need to get photoshop.
    I can try to condense the bitmaps more but i doubt there is much more i can actualy do besides the chest and abdomen.

  5. #5625
    Hmmm... MetKiller Joe's Avatar
    Join Date
    Sep 2006
    Location
    Somewhere in space-time
    Posts
    1,196

    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by =sw=warlord View Post
    I don't even have photoshop so i've been trying to bake the bitmaps with enough detail i wont need to get photoshop.
    So, what do you plan to do for your diffuse? Polypaint in Zbrush?

    Even using GIMP would be better than not using anything to paint your diffuse other than Zbrush. What you are suggesting would, again, be inefficient to implement.

    As for the UV templates, compress everything so it fits into one square then start from there resizing and scaling pieces relative to their size.

  6. #5626
    Hey there! Llama Juice's Avatar
    Join Date
    Sep 2006
    Location
    Internet.
    Posts
    3,215

    Re: The Studio Quick-Crit Thread

    @Warlord, your idea of getting the most detail in possible... while not painting anything is more than retarded.

    Also... what size are you planning on keeping these at? 1024X1024? 'cause if you have each of those at 1024X1024, then one 2048X2048 is just as many pixels. You could fit all your stuff there into one map easily, and by splitting up stuff you're losing so much useful space. You could fit most of the hand's map into the helmet or the top left map that you showed us. Try to bring your unwraps into one map.

    Does Crysis have separate chunks of armor or something that you can put on your character? That's the only reason I could see for them doing what you're doing. If you're splitting up the actual mesh into separate parts... so that you could have different legs on your same torso... then I see that method being useful... but as is for one character like this... you're just being silly.

    At best, if you're going to be making separate helmets that can be swapped out... then those can go on different maps while keeping the rest of the body all on one map... but other than that... keep it all together.

  7. #5627
    Senior Member =sw=warlord's Avatar
    Join Date
    Jan 2007
    Location
    Dalek Crucible
    Posts
    5,331

    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by Llama Juice View Post
    @Warlord, your idea of getting the most detail in possible... while not painting anything is more than retarded.
    A: im a sculpter not a painter
    B: i don't have photoshop nor do i plan on getting it illegitimatelyIm using trials for 3ds max.


    Also... what size are you planning on keeping these at? 1024X1024? 'cause if you have each of those at 1024X1024, then one 2048X2048 is just as many pixels. You could fit all your stuff there into one map easily, and by splitting up stuff you're losing so much useful space. You could fit most of the hand's map into the helmet or the top left map that you showed us. Try to bring your unwraps into one map.
    I have tried this and kept on getting texture bleeding so i gave up
    .

    Does Crysis have separate chunks of armor or something that you can put on your character? That's the only reason I could see for them doing what you're doing. If you're splitting up the actual mesh into separate parts... so that you could have different legs on your same torso... then I see that method being useful... but as is for one character like this... you're just being silly.

    Actualy Crytek used separate bitmaps for arms legs and torso, you can easily see for yourself by opening the .pak files.
    No there is not a different perm because as far as i know the korean nanosuit is entirely different.
    This applies for all the bipeds, including the aliens.


    At best, if you're going to be making separate helmets that can be swapped out... then those can go on different maps while keeping the rest of the body all on one map... but other than that... keep it all together.
    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.
    .

  8. #5628
    Hmmm... MetKiller Joe's Avatar
    Join Date
    Sep 2006
    Location
    Somewhere in space-time
    Posts
    1,196

    Re: The Studio Quick-Crit Thread

    Originally Posted by Llama Juice
    @Warlord, your idea of getting the most detail in possible... while not painting anything is more than retarded.
    A: im a sculpter not a painter
    I have not seen one good artist that shows off his/her work without having some skill in making their own textures. This is no excuse.
    Some studios, granted, have dedicated texture artists, but modeling and texturing go together.
    B: i don't have photoshop nor do i plan on getting it illegitimatelyIm using trials for 3ds max.

    That's fine, you can still use GIMP. Though, seriously, you can probably get a cheap copy of CS on ebay, and it will do 90% of what you need to get done.

    Does Crysis have separate chunks of armor or something that you can put on your character? That's the only reason I could see for them doing what you're doing. If you're splitting up the actual mesh into separate parts... so that you could have different legs on your same torso... then I see that method being useful... but as is for one character like this... you're just being silly.

    Actualy Crytek used separate bitmaps for arms legs and torso, you can easily see for yourself by opening the .pak files.
    No there is not a different perm because as far as i know the korean nanosuit is entirely different.
    This applies for all the bipeds, including the aliens.


    So, because Crytek uses that method, it isn't wrong? I mean, maybe there is something to their pipeline you are overlooking, because by itself, this method is resource wasteful and inefficient (much easier to manage one texture than 3 different ones).

    At best, if you're going to be making separate helmets that can be swapped out... then those can go on different maps while keeping the rest of the body all on one map... but other than that... keep it all together.
    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.


    Scale the pieces first relative to the largest piece's texel density (pixel density/distribution), that may help out.
    .

  9. #5629
    Senior Member =sw=warlord's Avatar
    Join Date
    Jan 2007
    Location
    Dalek Crucible
    Posts
    5,331

    Re: The Studio Quick-Crit Thread

    When i said i do not have photoshop i literaly mean i cannot afford it at all.
    I have 3 birthdays comming up as well as christmas to put my money towards and seeing as employment isnt the easiest thing around here right now because everyone is being laid off.
    I trust cryteks judgement in making arms and legs different bitmaps as obviously they are the experts on this not me.

  10. #5630
    Conversation Terrorist Pyong Kawaguchi's Avatar
    Join Date
    May 2007
    Location
    East Usa
    Posts
    3,902

    Re: The Studio Quick-Crit Thread

    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.

Thread Information

Users Browsing this Thread

There are currently 393 users browsing this thread. (0 members and 393 guests)

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •