[project1dev] Re: Kent; Trap Hallway

  • From: Nick Klotz <roracsenshi@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 25 Jun 2009 21:03:33 -0500

Scenario:  Large model, small texture; unscaled.  What would be the
result?Small
mode, very large texture; unscaled: What would be the result?



On Thu, Jun 25, 2009 at 9:00 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> good question!
>
> model scaling is just like real object scaling.
>
> if you have a carpet and pull on it sideways til it's twice as wide, the
> "texture" on it is going to look stretched out.
>
> same w/ the in game models if you get my meaning
> On Thu, Jun 25, 2009 at 6:58 PM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote:
>
>> Okay, that brings one of my most important questions I've been forgetting
>> to ask!
>> When models are scaled, does it scale the texture as well?
>>
>> When textures are applied to a small model, then a large model, does the
>> texture repeat?
>>
>> What is the best practice for models/textures in terms of cost and
>> appearance?
>>
>>
>>
>> On Thu, Jun 25, 2009 at 8:56 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>>
>>> artistic note - if kent scales the floor model down, when you get
>>> textures the texture will have to be made to be too wide looking to fit with
>>> the new scale.
>>>
>>> Building seems like it's going to be a 3 way battle between design,
>>> script and art so i'm being the "artistic advocate" at the moment since you
>>> guys are design and script (:
>>>   On Thu, Jun 25, 2009 at 6:49 PM, Nick Klotz <roracsenshi@xxxxxxxxx>wrote:
>>>
>>>> The width of the hallway for the traps is '75'. I forgot I already made
>>>> a model for it; use the model floor_25x5x50 and scale it down by 50% to be
>>>> 25x25; the tiles are 3 across and as long as you want them to be, since
>>>> they'll be somewhat color coded and follow the pattern of the Simon game in
>>>> the beginning (unless Eric has strong objections).
>>>
>>>
>>>
>>
>

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