Man, seeing work like this gets me real motivated. Kick ass job on everything overall, it's got a great feel to it.
Any timeframe on when more info on the MEGAtexture thing will be released? When I first heard about MEGAtexture it sounded like a marketing gimmick. But if this is the detail you can get from it sign me up.
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It's cool to have all that unique texturing without too much of a hit on texture memory. Though, the storage space for textures would balloon massively.
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These days thats not much of an issue, especially when it comes to PC gaming. I wouldn't worry about it too much.
Instead of a handful of tiling textures, you've got one gigantic one (for a level).
Let's do an example... This is pretty theoretical, but let's say you'd normally use 32 1024s to texture a level, but the megatexture version is 1 32,0000. That's 33,554,432 pixels VS 1,024,000,000 pixels. That's 30x the storage space. Not insignificant.
Of course compression and texture formats do factor in here somewhere; but I'm just saying in general that megatextures have the potential to ballon the size of games significantly. Maybe it's enough to start hitting the limits of DVD storage that we thought would be plenty enough for this generation (xbox360) and start eating up up hard drives that we thought were large.
It's not like I'm against it or anything (I love uniquely texturing stuff), but it's just something I've been thinking about.
its not like you have to use mega texturing on everything, you can use it where it looks good,and its not like you have to use a 32,000 texture, thats just the max size. and i dont think the reason Andrew posted this was to turn into a debate about mega texturing, he has already waved the fifth on the matter, i think if we want to discuss it further we should make a dedicated thread and just wait till it comes out,any comments we make now are all theoretical at this point cause only a few of us really knows how it works and it seems mums the word.
Yeah arsh, I was just speaking theoretically. Not really trying to pump for information, just thinking out loud; anyways, most of the beans have been spilled by Carmack in a recent iterview.
I do wonder about workflows with giant textures, but I'm sure all that info will come in time.
Anyways... Effekted: I really think it could use just a -bit- of color to set it off; maybe some slight color shifts from material to material or in the lighting/shadows.
An enviro like this would also work really nicely with post effects like color grading or maybe even an aged film (movie film) effect.
It's not often you see environment work full of real artistry posted here on polycount. This stuff is gorgeous. I'm going to have peppi hump you in the face for me next time he visits the office. Thanks for posting this, all right clicked > saved.
Hey guys, it's been a while! Just a quick update this time as i haven't had a whole lot of time to work on personal projects the last few months. Almost ready to move onto the outside area
this defnitly looks great but havign a unique / normalized / unwrapped texture for an entire room ?! sure thats great for batching but in the long run plain simply not applicable for a game (unless you have a little loading break after each room ala resident evil)
This looks really cool. Let me guess as to your motivation painting the lighting into a unique diffuse - stencil shadows are way too ugly and expensive, and in order to shadow a scene nicely a precomputed or painted lightmap is needed. However d3/etqw has no lightmap or multiple texcoord support, so that lightmap has to either be plopped down on some duplicate geometry (bad for performance, prone to z-buffer artifacting) or share the uv space of the world textures. If you choose the latter unique texturing is pretty much necessary in order to be able to paint your lighting, so you might as well make use of it with all that lovely detail.
So, my guess is that megatexture plays no part and you've done this simply in order to get nice soft shadows into etqw.
Looks all grey like resident evil? Please add light and shadow to create form. The papers look like they are floating above the environment. Texture resolutions look nice and high res.
Perhaps I missed this as well, but are you megatexuring this scene? (ei; everything is on one massive texture) Or are they just several huge textures? And what resolutions are you using?
really cool stuff man, my only concern is that the floor in the corridor seems a bit overscaled to me, other than that, really nice render, no wonder why Quake Wars env look so hot
Guys please don't turn this into an ETQW/Megatexture thread as there's many questions here i simply cannot answer This work is personal work and has nothing to do with quake wars or its engine
Your pretty much spot on Black Dog.. im painting the lighting into the diffuse to get around stencil shadows as this is only a portfolio piece of work to simply show the visuals, im not concerned about performance, texture budgets (even though that isnt a problem with future engines) etc etc. I do have the limitation of textures being a max size of 4096 pixels though.
I'll post the wires for you all when i get the chance...
My references to megatexture weren't meant to be aimed at the megatexture tech itself.
What I meant was, are you using a single massive texture for the whole scene, or several smaller textures?
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So you just hand painted the light in? Or generated lightmaps somehow and overlayed into the colour maps?
Any timeframe on when more info on the MEGAtexture thing will be released? When I first heard about MEGAtexture it sounded like a marketing gimmick. But if this is the detail you can get from it sign me up.
It's cool to have all that unique texturing without too much of a hit on texture memory. Though, the storage space for textures would balloon massively.
[/ QUOTE ]
These days thats not much of an issue, especially when it comes to PC gaming. I wouldn't worry about it too much.
Instead of a handful of tiling textures, you've got one gigantic one (for a level).
Let's do an example... This is pretty theoretical, but let's say you'd normally use 32 1024s to texture a level, but the megatexture version is 1 32,0000. That's 33,554,432 pixels VS 1,024,000,000 pixels. That's 30x the storage space. Not insignificant.
Of course compression and texture formats do factor in here somewhere; but I'm just saying in general that megatextures have the potential to ballon the size of games significantly. Maybe it's enough to start hitting the limits of DVD storage that we thought would be plenty enough for this generation (xbox360) and start eating up up hard drives that we thought were large.
It's not like I'm against it or anything (I love uniquely texturing stuff), but it's just something I've been thinking about.
I do wonder about workflows with giant textures, but I'm sure all that info will come in time.
Anyways... Effekted: I really think it could use just a -bit- of color to set it off; maybe some slight color shifts from material to material or in the lighting/shadows.
An enviro like this would also work really nicely with post effects like color grading or maybe even an aged film (movie film) effect.
Just 2 ingame shots:
awesome work, andrew. but did you desaturate it?
looks amazing! real nice balance of low-contrast areas and highlights
edit: beat to it
So, my guess is that megatexture plays no part and you've done this simply in order to get nice soft shadows into etqw.
Oh yeah, Mike (Hynenen) says hi.
<- perth boy
How is performance on a non-topline machine? The gargantuan (love that word) textures would make a heavy impact, one would think.
Really top notch work
Your pretty much spot on Black Dog.. im painting the lighting into the diffuse to get around stencil shadows as this is only a portfolio piece of work to simply show the visuals, im not concerned about performance, texture budgets (even though that isnt a problem with future engines) etc etc. I do have the limitation of textures being a max size of 4096 pixels though.
I'll post the wires for you all when i get the chance...
Say hi to Mike for me!
What I meant was, are you using a single massive texture for the whole scene, or several smaller textures?
Looking fuzzucking sweet