I'm working on an art test right now which asks me to model Three props from reference using:
"Polygon Limit: 500 triangles (combined)
Texture Limit: 2 1024x1024 texture sets (or equivalent texture space) including seperate diffuse, normal, and specular. Note that since these objects can be close to the viewer, please maintain a pixel density of at least 1024 pixels per 3 meters."
So I'm confused by 3 things-
1)Are they saying to make two sets of 1024x1024 textures including diff, norm, and spec for a total of 6 1024x1024 textures,
-or-
are they asking me to break that texture space up and make 6 smaller textures that fit into the same texture space as 2048x1024 (2 1024x1024's)?
2)I'm using Maya, so how would I calculate the actual pixel density? In the past I've just guesstimated...
3) If one of those objects is essentially a 4 meter cube, does this imply that I'm going to have to stack UV's to reuse the same texture space?
Replies
2. Really texture density is pretty simple, if you know you need to have 1024 per 3 meters, just model some modular chucks that are 3x3 meters large or smaller, and map your 1024 to that. or you know, 4 peices that are 1.5x1.5m and each use 1/4 of the map, etc etc. Theres nothing you have to do to "calculate" it. You just have to plan accordingly.
3.) yes, you'll have to mirror, tile, or find some other creative way to reuse your textures.
about 2) if you set your units to meters make a Box of 3x3x3 meters and put a 1024^2 map on each side
your model needs to bee at least as dense pixeled as the box
maybe there is a better way..
What the fuck? lol Whatever. Who knows...haha
Alex
So they threw in a free polygon with your cube? What a bargain! :poly104:
Ooops! hehe I meant 13k tris ofcourse
In other news, I emailed the art director directly, and hopefully I hear back soon...
Would it be considered bad form or perhaps cheating to post my progress on the test here for critique and revisions?
I personally think its cheating if you post it and get feedback. Our collective "genius" won't be available to you every day your working. What are the chances of any place being OK with you posting content for an unreleased game just so you can preform your job at the quality level they saw in the art test?
I would do the test on your own, because those are the skills they will relay on and hire. Later after all is said and done if you wanted to see what people here thought, post it after you've turned it in.
We've thought about this a little, i talked to one of our graphics programmers and to crazybutcher about it. It seems like it would be possible but i've been too lazy to create a test case for it yet. My idea was just to make sure the mirrored uvs were in outside of the 0-1 range and then it would be simple to easily check what needed to be mirrored.
Alex
What is it about art test descriptions that dictates they have to be written in less than 2 minutes?