also wouldn't how close the camera can get to the action play a factor in the texture size? Vassago's recommendations sound about right. about 512 if you're going warhammer style, maybe 128 if you're doing something similar to total annilhation or warcraft 3
For me the rendering is not slower at all. :) And i dont know, its pretty fast to begin with, I almost never render anything that takes longer than five minutes though : D Sometimes 10-20 if i go with 128 AA or so when rendering DOF.
Here is how I set it up , Camera height 4 m ,safe frame , 128 x128 tile res , 256 x 256 dimension of the mesh , ortographic projection .... Tough when I animate those holes come out , how cna I avoid this?
It looks nice, but I don't see a reason for using a normal man... I mean, i can't even see it. I don't think i've ever seen 512 x 128 before :P The texturing is nice though, maybe add some blood on the end.
I think low poly usually hovers in relms of 128 to 512 triangles, with 1024 triangles being for nice player models or bosses. Anything over that can have a normal map slapped on it and look like the million dollar man sh-wammmmaaaa ma ma ma
Hi, Can somebody point me to a doc/wiki/forum where the dynamesh's resolution is explained? I'm having hard time understanding why resolution of f.e. 128 can give totally different mesh densities on two different objects of similar size. Does the fact of heavy down scaling the object before dynameshing it matter? AQ
use levels to 'crunch' the images. See the grey bar down the bottom? If you change the output levels you can limit the number of grey's each image is using to greater or less than 128. Then you can just multiply them together to create your final alpha.
Hey, nice job explaining that, EQ. Though I think that it's probably best to put the texture that will scroll on it's own separate sheet (like a 512 x 128 or something). You're gonna need two drawcalls at least anyway, as you don't want to scroll the UVs of the rest of the object.
nope. another Clue: cable car 1: Now, General Carnaby, perhaps you'll be good enough to give us your real name, rank and serial number. [shoots the chair] 2: Cartwright Jones, Corporal, U.S. Army RA 123-025-3964. 1: Thank You.
The light dome sets the shadow map size pretty low for each light (default of 128 I think), which if you had a lot of lights with large shadow maps (default of 512) it would slow the render down, especially if you turn on light tracer or switched to raytrace or area shadows.