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Posted
Heres a remake of my old ship, the stallion, made appox a year earlier. I did it mainly as a test to see how much better I've grown, and how much quicker I can work. The old model's triangle count is around 1500 I believe, and used 4 256x256 texture maps. The new one's triangle count is 1180 and uses only ONE 515x512 texture map. The old one took around 4 days to finish, and this one took a little less than 2 days to texture (around 60 minutes to model) Ill probably add a little more detail in a few areas before I call it done.

r7.jpg

Posted

gun in very front, inset under -*BAD WORD*-(lol)pit

 

i forget if this is a double post but what program do you use to model, an how do you import models into the game? i mean cnl... reallywat to learm more about how levels and maps will be created and all

Posted
Thats what most newbies assume, yes, the engine will allocate the same amount of space, but the time it takes to transition through each image in order to draw the triangles will slow the engine down way more than one 512x512 image. Not to mention the added time of loading 4 seprate images into the VRAM.
Posted

Warhunter, you shouldn't go around calling ppl newbies when you are clueless about them. The stuff you mentioned (in the current scenario and with current hardware) is negligable. You are talking about miniscule amounts of video ram being used. What you say is true, but in this case, the largest benefit you can get get from using multiple textures rather than one single texture would be:

increased amount of colors (woohoo) yes thats right, you can save yourself a little bit of image size and video ram) if you use lower color depth images, with different color palettes. If you use 4 different 256 color textures at 256x256 pixels, you can save space over a single 32 bit texture at 512x512 pixels. WOW

 

The previous post I made was made to point out that it wouldn't really make any visual difference with regards to the models (that he actually hadn't added any additional textures to the model.)

 

Try not to be an -*BAD WORD*- when engaged in decent discussions, it will make you appear smarter, so you won't need to try to prove ppl wrong all the time.

 

Note:view my other threads on 3d modeling to see how much of a newbie I am.

Posted
Bargeld, if youre not a newbie, why so offended by it? Number one sign of being one hehe. Theres no real benefit to using seprate texture maps. You will only be making your unwrapping job that much more difficult trying to unwrap on seprate images. You'd have to be a downright dumb!@#$%^&* to do that. Unwrapping on one 512x512 image IS BETTER than unwrapping onto 4 seprate images because it will allow you to have much bigger chunks of your mesh unwrapped in a bigger area. You are getting confused with planar/mesh mapping. Talk is cheap, you have any examples of your "knowledge" in this area? So far I've only seen a few pretty plain renders from you... You are thinking too logical, and its pretty evident you have no hands on experience unwrapping models.
Posted

What kind of model would require such a large texture? Either 1.) High Poly or 2.) Youre an idiot.

Who would use 540x630 anyways? The computer would allocate space as if it was a 768x768 texture map, so why rob yourself of space?

  • 4 weeks later...
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