20 years ago we did those big atlases and prioritized texel size to fit a group of objects in one texture page to save on draw calls and sampling based on how hierarchical (grouped) lods are build in a scene. Now it should be texture array techniques in an engine and outside of an artist care but you have to ask your…
Looking good man! The helmets are a good idea, so its hard to tell that the characters are clones of each other (it covers it up, and you can save on texture space by overlaying the uvs). My only crit atm is I think the abdominal and oblique area looks too defined on the corpses to me. Nevertheless, this is certainly…
Another idea: You can use helpers linked to the biped structure, and skin the character to those helpers. Then you could move the helpers around. You'd need some smart helper placement for it to work though. That's how I'd approach this issue. About the skinning, you could give the "Skin Wrap" modifier a shot. Should save…
[ QUOTE ] Give me a break. I cant say anything here without getting put down. [/ QUOTE ] Gah-ha! Welcome to Polycont! A place where if you don't post something amazing right off the bat, you'll have a long journey to gain some respect. I'll save my comments for the model until you post it in the Pimping n' Previews section.
Good suggestions all, going to play with these. Sorry can't show any pictures, client is the cloak-n-dagger type. Per, I just save the render from Max as a 16bit TIFF, works OK for me. Mop have you ever actually banned someone? I'd be mighty pissed if you tried to ban me. Not my fault Per has ADD.
I've never had that problem but there's got to be a better workaround than that. The problem is that one of the tangents is pointing the wrong way. Not used Max in a good while but is there no way to edit tangents in it? On implementation, some performance could be saved by removing the desaturation and linking directly to…
Thanks, everyone! :) I saved out some flat textures. I blew them up to 300% for viewing purposes, but the actual size is 16x16 pixels for a tile. As for giant structures, I haven't really done those. I spend more time texturing than playing, haha. :poly136: You may be able to find some if you search for "Wayukian" on…
I answered the question myself. The point is the Bitmap Pager. In the background it packs bitmaps into an temporary directory and that takes a lot time - but saves some memory. I could increase the uv textures loading time by 5 times. pager off: 766ms pager on: 5984ms The pager can be disabled with Rendering > Render Setup…
[ QUOTE ] But, it runs like ass on my 64bit 4000+ and 6600gt [/ QUOTE ] Pshhh, better than me... Athlon +2000, Radeon 9800. Playing it at 640x480.... I never though I had to ever use this resolution since back in the beging of the year 2000 (don't wanna dump money for a hardware upgrade cause I'm amempting to save somthing…
The end result looks good, but I think you could achieve the same effect with a much smaller texture size if you utilized tiling, mirroring and stacking some of the elements such as the ornamental cloth. The three portions could easily be stacked onto one uv island to save a lot of space. At very least, mirroring the…