I (naively) assumed they'd done it properly Hacks like that explain why it breaks down under some circumstances edit: ok so I've had a look . Hopefully this helps with some of the weird bits The only variable they seem to be using is the builtin $sizelog2 -which is log2(pixel size of the input) == log2(512, 512) == (9, 9)…
Also to answer the question on textures memory used, I will list some of the common texture formats and the memory they consume R8G8B8A8 - 1:1 no compression - 2048 x 2048 = 16.0MB - 1024 x 1024 = 4.0MB - 512 x 512 = 1.000MB DXT1 - 8:1 compression (optional 1 bit alpha) - 2048 x 2048 = 2.0MB - 1024 x 1024 = 0.5MB - 512 x…
Hi folks, I'm trying to wrap my head around texel density for game models. I modeled a building in 3d max and put a 2048x2048 texture on it and it looks like terd smudge and after reading up on it I figured out it's because the big texture is wrapping around my whole building so the detail is crap. I've read quite a bit on…
Under "Lightmap Resolution" you have it set to 512 texels per unit. That means on a 1 unit x 1 unit poly you are calculating for 512 texels. If an object was 10 units, then it's 512 x 10 units. But you also have lightmap size set to 512, so the entire map is maximum 512. Try setting the Lightmap Resolution to 4 and leave…
Hello polycounters! So, you guys seem to be the best of the best when it comes to this stuff so I'm here to try and learn the ropes and get better at the one thing I wanted to do 3d for in the first place. I had an aborted attempt at the second Dominance War and I've done one other game model since, but this is my first go…
Hey all! Is anyone planning to take part in Pwnisher’s new DRÆM SEQUENCE challenge? It kicks off Saturday 31st Jan at 5pm (2026). I’m probably being a bit delusional, but I think I’ll give it a go even though I have zero time. And I will try my best to get my students to take part. :) Here is the challenge page…
[ QUOTE ] lol... well i wouldn't say its good or bad, it certainly works well for them. but it just goes to show that there are many different ways of doing things and its not all about normal maps. [/ QUOTE ] To elaborate on what you said, I ve seen a convention on next gen shader techniques (Farcry 2)and there are two…
I've learned a decent amount with this model, but I've been working on it far too long and can't seem to make any more progress I can stand to look at. The final entry is gonna' have hands, for the sake of qualifying, but this is pretty much it. I had a lot of trouble with several stages of the texturing, and I can't say…
Well I have a question about textures. What uses more memory, having 4 separate 512 x 512 textures used in game or one 1024 x 1024 texture? A similar scenerio I'm wondering about is what is more efficient, to use 8 256 x 256 textures and one 512 x 512 or just three 512 x 512 textures. I thought using fewer larger textures…
When I load a image into my materials in max and display them in the UVW editor background they seem too small. So the other day I was working with two different images. One was 512 x 512 and the other is 512 x 32. The 512 x 32 displays at double or triple the size - which is what I want my 512 x 512 to show up as. I'm at…