Just a quick question. I have concept monkeys pushing out peices of art faster then I can keep track of, and the 2d side of things is not my forte. I'm even an engineer : /
I'm assuming that when you view a document that is non-vector (does not scale) that it is visually deformed by a resolution change. I recently upgraded my monitor to 21 inches, and upped the res considerably. The images look squahed. If I'm going to be using these as image planes or 1:1 references, how will this affect the creation of a model?
I'm assuming that in 3D space, everything can be handled, and that the document will be viewed correctly, BUT is'nt 3d space still just composed of screen pixels? So even in 3d space, i'm viewing it from a different 2d space?
How do 3d engines handle resalutions altering visual views of the game environment or characters? I can't simply slap "best if used in 1024x768" on the demo. I know I don't see distortion when upping game resalutions, so i'm sure this is a simple question, and has been dealt with before.
The science of why our screens are not square escape me. It would make things so much easier.
Replies
Check if you (or any of your team) are running a resolution that isn't a 4:3 ratio, this will probably explain why the images appear slightly squashed on different resolutions.
I think LCD monitors often have a resolution of 1280x1024, so if they have an LCD with a fixed-resolution, you might just have to tell your artists to stretch their images a little before declaring them "final" ...
http://www.aim-dtp.net/aim/calibration/blackpoint/crt_brightness_and_contrast.htm
After that I check for squareness, by making a screen-res bitmap with big hollow circles in the corners. I then adjust the wdith/height monitor controls until it looks like a circle, and I also til my head 90 degrees to check again.
Some monitor res-es don't use square pixels. I can't get into all that, but try to use a standard 4:3 ratio.
I not sure if this is what you are looking for but...
What is the end point for this piece of art?
eg. working on my car in Max I tried different lengths, heights and whatnot.
Q.What is the end point for this car?
A.The unreal engine.
Now the Unreal engine had a slightly funky perspective. So I based all my changes according to how the engine rendered my car.
Hope that helps.
The 4:3 aspect ratio answered my question, this new monitor can handle 1800x1600, but only at 60-65hz. I'm not sure of the highest 4:3 ratio, but i'll look it up.
I'm still curious how a 3d app handles this, since the image place would be in virtual space, does it compensate for the altered ratio? I'm guessing that it imports 1:1, which means that it would indeed be skewed with a non 4:3 ratio, regardless of virtual space.
The end result of the model is my studios first presentation peice. A fully functional normal mapped character with advanced bone structure, capable of lip syncing and emotion blending similar to half life 2. The character will also have an experimental clothing and hair physics system. We are using the Reality Engine for the project. The studio goes LLC in July, with a full game prototype using this character due this winter. I'd show you the concept, but I don't want to give away anything yet. It will still be about a month before the finish model can be shown.
i belive that UT's funky perspective is thier use of a default 90 degree FOV. Most 3d applications don't have this as the default perspective view setting. Just a thought.
Thanks for everyones help, it was an embarresingly simple question.
As for 3d modelling, since the software package doesn't "know" what resolution you're running at, anything in 3d will also appear slightly squashed to you, while the exact same model will look fine when running at a 4:3 aspect ratio.
The behaviour at a 5:4 ratio isn't standardized. Some assume you're using a CRT at an improper aspect ratio (i.e. they'll tell the API that they're using an aspect ratio that compensates for 5:4), others assume you're running it on a 5:4 LCD and behave accordingly. Bottom line: Stay away from 1280x1024 for it is the devil's child.
You could always measure the horizontal and vertical lengths of your monitor, and work out if they're a 4:3 ratio... if you're lucky, the horizontal width will be slightly bigger than usual, meaning your screen isn't squashing any images with its weird ratio.
I'd also like to join in KDR's "thanking" with baseball bats for whoever thought 1280x1024 was a sensible resolution. It's not clever!
If you can divide the first number by 4 and the 2nd number by 3, you should be safe (16:9 for widescreen monitors usually).
1280 divides by 4, 960 divides by 3 ... 1024 does not divide by 3, so it's not a true 4:3 aspect.
3:4 = 0.75 standard aspect ratio
16:10 = 0.625 most widescreen monitors
16:9 = 0.5625 msot widescreen televisions / letterbox format
5:4 = 0.8 that weird one
Just grab a ruler, figure out the dimensions of your screen in inches, divide the width by height, and choose a resolution with a similar aspect ratio.
Alex
Jody
Jody