warhunter Posted February 2, 2004 Report Posted February 2, 2004 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.
mister manners Posted February 2, 2004 Report Posted February 2, 2004 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
warhunter Posted February 3, 2004 Author Report Posted February 3, 2004 Answer: Lots of work I use a plethora of programs, ranging from Wings3D (free) to Lithunwrap (free) to Milkshape (20) to Photoshop (700)
Bargeld Posted February 3, 2004 Report Posted February 3, 2004 a single 512x512 image is the same size as 4 256x256 images http://www.bargeld.us/storage/512.gif
warhunter Posted February 3, 2004 Author Report Posted February 3, 2004 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.
mister manners Posted February 4, 2004 Report Posted February 4, 2004 engine... vroom vroom i still gotta get me a copy of milkshape and mabe poser... never really did like wings 3d
Bargeld Posted February 4, 2004 Report Posted February 4, 2004 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.
mister manners Posted February 5, 2004 Report Posted February 5, 2004 textures suck -*BAD WORD*-, thats pretty much why my CoD has whitewalls hack ;p i made it meself
warhunter Posted February 5, 2004 Author Report Posted February 5, 2004 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.
mister manners Posted February 5, 2004 Report Posted February 5, 2004 i would rather use 1 1080X1260 or other map rather than having to tangle with multiple textures
warhunter Posted February 6, 2004 Author Report Posted February 6, 2004 Yea, and watch your game crawl like a snail.
Bargeld Posted February 6, 2004 Report Posted February 6, 2004 would you prefer that he use 4 images at 540x630 instead
warhunter Posted February 6, 2004 Author Report Posted February 6, 2004 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?
warhunter Posted February 6, 2004 Author Report Posted February 6, 2004 I think im gonna work on a new warbird or weasel...
candygirl Posted February 7, 2004 Report Posted February 7, 2004 I need some one to make me a set of metallic looking sw ships.
warhunter Posted February 7, 2004 Author Report Posted February 7, 2004 Ill see what I can do, can you post images or something so I can get an idea of what youre looking for/ inspiration?
candygirl Posted February 7, 2004 Report Posted February 7, 2004 I have no pic's of them K-wing X-wings in formation Bwing starfighter A-wing starfighter X-wing starfighter Tie Fighter Tie Bomber Tie Intercepter Tie Advanced
warhunter Posted February 7, 2004 Author Report Posted February 7, 2004 Remodelling all of them would be ALOT of work, too much. If i can find models Ill render them for you.
warhunter Posted March 4, 2004 Author Report Posted March 4, 2004 Been pretty busy, I might do a few more models in coming time.
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