Page 564 of 645 FirstFirst ... 64 464 514 554 562 563 564 565 566 574 614 ... LastLast
Results 5,631 to 5,640 of 6443

Thread: Quick-Crit 2008-2009

  1. #5631
    Senior Member =sw=warlord's Avatar
    Join Date
    Jan 2007
    Location
    Dalek Crucible
    Posts
    5,348

    Re: The Studio Quick-Crit Thread


    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.
    Last edited by =sw=warlord; October 28th, 2009 at 10:16 AM.

  2. #5632
    InnerHoaers mech's Avatar
    Join Date
    Sep 2006
    Location
    hoaers
    Posts
    1,891

    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by =sw=warlord View Post
    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.
    Last edited by mech; October 28th, 2009 at 01:33 PM.

  3. #5633
    Senior Member =sw=warlord's Avatar
    Join Date
    Jan 2007
    Location
    Dalek Crucible
    Posts
    5,348

    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by mech View Post
    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.

  4. #5634
    Splendid! ExAm's Avatar
    Join Date
    Dec 2006
    Location
    Santa Cruz, CA
    Posts
    8,558

    Re: The Studio Quick-Crit Thread

    In Warlord's defense, GIMP is absolutely terrible.

  5. #5635
    Hey there! Llama Juice's Avatar
    Join Date
    Sep 2006
    Location
    Internet.
    Posts
    3,216

    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by =sw=warlord View Post
    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.

  6. #5636
    Senior Member =sw=warlord's Avatar
    Join Date
    Jan 2007
    Location
    Dalek Crucible
    Posts
    5,348

    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by Llama Juice View Post
    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.
    This video is unable to be displayed because the YouTube video tags were used incorrectly. Please review proper use of the tags here.
    Last edited by =sw=warlord; October 28th, 2009 at 08:38 PM.

  7. #5637
    Hey there! Llama Juice's Avatar
    Join Date
    Sep 2006
    Location
    Internet.
    Posts
    3,216

    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.
    Last edited by Llama Juice; October 28th, 2009 at 08:53 PM.

  8. #5638
    Senior Member =sw=warlord's Avatar
    Join Date
    Jan 2007
    Location
    Dalek Crucible
    Posts
    5,348

    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by Llama Juice View Post
    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.

    Yes alot of wasted space but much better than before...And now 3ds max has crashed....
    Last edited by =sw=warlord; October 28th, 2009 at 09:14 PM.

  9. #5639
    Free Kantanomo English Mobster's Avatar
    Join Date
    Nov 2008
    Location
    Southern California
    Posts
    1,932

    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...
    Old:

    New:

  10. #5640
    InnerHoaers mech's Avatar
    Join Date
    Sep 2006
    Location
    hoaers
    Posts
    1,891

    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by =sw=warlord View Post
    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.

Thread Information

Users Browsing this Thread

There are currently 5 users browsing this thread. (0 members and 5 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
  •