depends on the engine i guess. We can run 256x512 without problems. One way to avoid the rectangular texture would be to add a edge in the middle of the blade and then uv map them side by side. This way you get some more pixels to work with aswell as a tighter packed uv.
square textures are not must-haves for PC and most current consoles. That engines rescale them, is also not true for all.
However some consoles, especially the ones with little "power", will need square textures. I don't know which so, but I heard the ps1 definetely had that limitation.
So normally this square stuff fully depends on your target hardware. But PC and newer consoles wouldnt need it.
One benefit of square is that you will get less and better mipmaps I guess, because dividing in "half" is done on each side indepedently. So the mipmap count is linked to longest side.
say you got 128x32, that would take 7 mipmaps, while equally spaced 64x64 needs 6. However I doubt that with current hardware that would actually play a role anymore
But having squares is a lot more practical internally, especially for reduced power as in mobile stuff. So it makes sense that it still is a limit that exists on some hardware.
[ QUOTE ]
finished the geometry. Now for more rigging.
[/ QUOTE ]
Add some extra edges and folds to the cloth on her face, it looks bad to have those awesome smooth lips and nice nose and then a harsh flat peice fo cloth over it.
[/ QUOTE ]
yeah, there is a ton of color in the diffuse, but i am afriad the lack of subtle lighting has completly washed all of that out. i don't worry myself with taking the time to setup lighting within 3ds max since it takes so long (atleast for me), and leave all lighting to once its all in the engine editor.
basically take the lighting in my preview shots with a grain of salt.
here is a slightly better version of the lighting within 3ds max, but keep in mind two things. the first is that the lighting is still temporary and is only one omni with no attenuation, once in the engine much thought will be put into the lighting and will really give the level a punch. the second is that darn roof is temporary also, i dislike it and will redo it better tomorrow. i also didn't want to show this untill the level is more complete, but why not i guess, there is still much i am going to tweak and add.
finally got the roof the way i wanted/ its supposed to look like it was once completly covered on top at one point but started breaking down. and yes the color is all washed out by the light again:
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Jarrod why dont you just start taking screen grabs instead of making renders. Your quick renders are kinda making it look weird.
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you mean viewport grabs? well, to speed up rendering i don't use dx materials for the viewport, so if i did take viewport grabs it would look even worse imo, the normal mapping is very important in the look. and if you mean screengrabs from the game engine... well, the c4 engine (the engine i use), while fancy with its features has terrible workflow within the editor, i would highly prefer to only have to important stuff into the editor once, and thats when i am finished.
and soul, i like your recent stuff, very interesting.
an update. while it is not very functional to have the trees on the stones like that, the person i am making this demo for thinks its cool. i am also going to be retexturing the main pillars and the ground today, those textures were just temporary.
well, i think that rendering with those harsh shadows are hurting your piece, i also basically see one colour, so rendering in greyscale would be faster i guess :P
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well, i think that rendering with those harsh shadows are hurting your piece, i also basically see one colour, so rendering in greyscale would be faster i guess :P
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lol yeah, well, i guess i can lightenup the shadow density a bit, thats aquick and easy change. and yes, i agree, i am going to take all textures through photoshop and up the saturation before i import them into the engine, that should take care of the bland colors. or perhaps i'll d that today, we'll see.
[ QUOTE ]
boxes floating on top of shakey-hand arches, all the same color and the texel rez is all over the place...
...what are you trying to make anyway?
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yes, the texel res is all over the place, namely the pillars and the ground, which is why i am redoing those today. i also want to make the arch structure seem more believable today too.
as for what i am trying to make, well, i am building ruins that are based around portals. this part lies in the center of the ruins and is where the player pops out back into the ruins after visiting one of the other worlds that he/she got through in another portal. there are going to be a couple of worlds, these ruins are the center of those portals, and the center of the ruins is this portal which is the main hub where all other portals from the other worlds lead back too. should be interesting after i am done.
and yes, the two main problems you mentioned i am working on today, the texel/pixel density and the color, i've already upped the saturation on the diffuse textures so thats done, next is time for the retexturing of the arch pillars and the ground.
well, i am frustrated at the moment, i've imported it into the engine (which took a while) and found everything looks like shit...
i may just restart from the beginning but keep my main assests.
anyone have any suggestions what to avoid in the future (besides whats already been mentioned)?
to me, my main assets look fine seperatly, its somehow that when i bring them all together they look bad. any help?
If those ropes are supposed to be holding up the portal ring. The two top ropes would be taut because they are holding the majority of the portal weight. Or am I way of and the ropes are meant to hold the portal down.
Make your pieces more customize instead of randomly tiling your textures. As in, model, uv and texture the arches with custom textures design to enhance the shapes and add details where necessary. Trim everything. Even if it's weathering where a stone meets the ground or sun-bleached top. While you can tile textures for environments, that doesn't work for everything. Think of it like tiling a skin texture over a human head. It might look like skin, but it lacks all custom details to look like a real face.
Replies
Makkon: that real nice! whats it for?
However some consoles, especially the ones with little "power", will need square textures. I don't know which so, but I heard the ps1 definetely had that limitation.
So normally this square stuff fully depends on your target hardware. But PC and newer consoles wouldnt need it.
One benefit of square is that you will get less and better mipmaps I guess, because dividing in "half" is done on each side indepedently. So the mipmap count is linked to longest side.
say you got 128x32, that would take 7 mipmaps, while equally spaced 64x64 needs 6. However I doubt that with current hardware that would actually play a role anymore
But having squares is a lot more practical internally, especially for reduced power as in mobile stuff. So it makes sense that it still is a limit that exists on some hardware.
finished the geometry. Now for more rigging.
[/ QUOTE ]
Add some extra edges and folds to the cloth on her face, it looks bad to have those awesome smooth lips and nice nose and then a harsh flat peice fo cloth over it.
There is only blue.
[/ QUOTE ]
yeah, there is a ton of color in the diffuse, but i am afriad the lack of subtle lighting has completly washed all of that out. i don't worry myself with taking the time to setup lighting within 3ds max since it takes so long (atleast for me), and leave all lighting to once its all in the engine editor.
basically take the lighting in my preview shots with a grain of salt.
here is a slightly better version of the lighting within 3ds max, but keep in mind two things. the first is that the lighting is still temporary and is only one omni with no attenuation, once in the engine much thought will be put into the lighting and will really give the level a punch. the second is that darn roof is temporary also, i dislike it and will redo it better tomorrow. i also didn't want to show this untill the level is more complete, but why not i guess, there is still much i am going to tweak and add.
might texture soon. gold? + marble?? + ???
Jarrod why dont you just start taking screen grabs instead of making renders. Your quick renders are kinda making it look weird.
[/ QUOTE ]
you mean viewport grabs? well, to speed up rendering i don't use dx materials for the viewport, so if i did take viewport grabs it would look even worse imo, the normal mapping is very important in the look. and if you mean screengrabs from the game engine... well, the c4 engine (the engine i use), while fancy with its features has terrible workflow within the editor, i would highly prefer to only have to important stuff into the editor once, and thats when i am finished.
and soul, i like your recent stuff, very interesting.
an update. while it is not very functional to have the trees on the stones like that, the person i am making this demo for thinks its cool. i am also going to be retexturing the main pillars and the ground today, those textures were just temporary.
well, i think that rendering with those harsh shadows are hurting your piece, i also basically see one colour, so rendering in greyscale would be faster i guess :P
[/ QUOTE ]
lol yeah, well, i guess i can lightenup the shadow density a bit, thats aquick and easy change. and yes, i agree, i am going to take all textures through photoshop and up the saturation before i import them into the engine, that should take care of the bland colors. or perhaps i'll d that today, we'll see.
...what are you trying to make anyway?
boxes floating on top of shakey-hand arches, all the same color and the texel rez is all over the place...
...what are you trying to make anyway?
[/ QUOTE ]
yes, the texel res is all over the place, namely the pillars and the ground, which is why i am redoing those today. i also want to make the arch structure seem more believable today too.
as for what i am trying to make, well, i am building ruins that are based around portals. this part lies in the center of the ruins and is where the player pops out back into the ruins after visiting one of the other worlds that he/she got through in another portal. there are going to be a couple of worlds, these ruins are the center of those portals, and the center of the ruins is this portal which is the main hub where all other portals from the other worlds lead back too. should be interesting after i am done.
and yes, the two main problems you mentioned i am working on today, the texel/pixel density and the color, i've already upped the saturation on the diffuse textures so thats done, next is time for the retexturing of the arch pillars and the ground.
i may just restart from the beginning but keep my main assests.
anyone have any suggestions what to avoid in the future (besides whats already been mentioned)?
to me, my main assets look fine seperatly, its somehow that when i bring them all together they look bad. any help?
If those ropes are supposed to be holding up the portal ring. The two top ropes would be taut because they are holding the majority of the portal weight. Or am I way of and the ropes are meant to hold the portal down.
I used my left hand mostly for this one.
Just trying to draw once a day. Glad you guys enjoy it.
And awesome work Soul, very recognizable and interesting style You got there
A sticker I did for a band.
Man, I want whatever Soul is taking...