English translation will be nice. It's not often you get to see into the production of Japanese games, a lot of which are ahead in terms of art and design.
I can't believe they only used 512x512 textures on the characters. Also I like there modeling and photographing references process. Would be killer to have that kind of setup and access to those kinds of resources.
I'd be very interested to see the flat textures for the characters. I know the article says "512x512 for an entire character", but I'm having trouble believing that, especially given all the unique details shown on a lot of them.
Then again, Japanese game artists do tend to really pack stuff into their UV maps like nobody's business. The FFXI flats I saw a while back were insane. 256x256 never looked so good.
However, that section of the article was mainly talking about head models and textures, so I feel like maybe the translation was a bit dodgy and they actually meant 512x512 per character head/face, rather than the entire character?
yeah although I'd like to believe a whole character is 512x512 but the more i look at screenshots the more I have to say it's just not plausible... even with elite UVs and mirroring and texturing.
I have done my fair share of snooping around japanese games textures and it's pretty interesting comparing them with western textures. For example if you look at gears of war or whatever, a characters hand will be all splayed out and pelt-mapish but you look at a japanese characters hand and its shaped int a rectangle and all the fingers are side by side.
Yeah that article rocked, wish more studios would find the light and atleast dabble with xsi for animation
But damn I love Maya and its script/bits so its a tie for me now ;p
They did mention they use "sub-normalmaps" in conjunction with regular normal maps.
It's plausible they can achieve medium level details with the normal map in a 512 texture... then have another 512 texture that has all the high level details all mapped to a separate UV set. So all the perforation, fabric texture, etc on Snake would be on a separate texture assigned to a different UV set.
Crysis does this, correct?
I doubt their UVs are structured like in the previous generation of games. Wouldn't the bake-out of the normals break because it tries to compensate for the stretching in the UVs by altering the pixels in the output texture? I don't think there's any way programs would know which pixels to make perfectly straight.
Instead of a separate UV set, you could simply tile the detail map in the shader, so there isn't any vertex duplication caused by a 2nd UV set. This looks like what Crysis does.
(clicky)
I don't think there's any damage to the normals from stretched pixels, the final per-pixel normals are interpolated just like they always are, just stretched out a bit more if the UVs are stretched. Tangent basis is still the same. Only problem I see is the one they've already tackled, extreme smearing can cause the texture to down-sample to a lower detail (calling a smaller mip).
Replies
Haha, I notice that Google didn't translate "FEISHARUANIMESHON" ... but I know what it is
Also another couple of good ones - "ROREZOMODERU" and "HAIREZOMODERU"... priceless!
http://www.chrisevans3d.com/pub_blog/?p=31
http://www.chrisevans3d.com/pub_blog/?p=33
English translations, by Mike Evans. Posted over on tech-artists.org awhile back.
Now to actually read the articles...
http://www.softimage.com/products/xsi/customer_stories/metal_gear_4/
what's softimage?
Then again, Japanese game artists do tend to really pack stuff into their UV maps like nobody's business. The FFXI flats I saw a while back were insane. 256x256 never looked so good.
However, that section of the article was mainly talking about head models and textures, so I feel like maybe the translation was a bit dodgy and they actually meant 512x512 per character head/face, rather than the entire character?
I have done my fair share of snooping around japanese games textures and it's pretty interesting comparing them with western textures. For example if you look at gears of war or whatever, a characters hand will be all splayed out and pelt-mapish but you look at a japanese characters hand and its shaped int a rectangle and all the fingers are side by side.
But damn I love Maya and its script/bits so its a tie for me now ;p
It's plausible they can achieve medium level details with the normal map in a 512 texture... then have another 512 texture that has all the high level details all mapped to a separate UV set. So all the perforation, fabric texture, etc on Snake would be on a separate texture assigned to a different UV set.
Crysis does this, correct?
I doubt their UVs are structured like in the previous generation of games. Wouldn't the bake-out of the normals break because it tries to compensate for the stretching in the UVs by altering the pixels in the output texture? I don't think there's any way programs would know which pixels to make perfectly straight.
(clicky)
I don't think there's any damage to the normals from stretched pixels, the final per-pixel normals are interpolated just like they always are, just stretched out a bit more if the UVs are stretched. Tangent basis is still the same. Only problem I see is the one they've already tackled, extreme smearing can cause the texture to down-sample to a lower detail (calling a smaller mip).