Okay final question for now! How do you determine what sized texture to create for a model? I'm a noob with this stuff for now. :P On Thu, Jun 25, 2009 at 9:08 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > Large model + small texture = really pixelated looking model > > Small model + large texture = really UNpixelated looking model. However, > going too high res means we use more texture memory (bad, especially for > lower end machines) and we can in fact get problems w/ the textures being > too high res such as moire patterns. > > the goal is to have art make objects that are "just the right size" and > have "just the right size" textures so that everything looks equaly > pixelated across the entire game. If there is different levels of > pixelation in different peices of art that looks really bad! > > Also having the builders have to scale objects is a pain to do, and they > would have to guess at the size that the artists wanted an object to be. > > This is really interesting, I'm really interested to see how this is all > gonna work out cause it really is gonna be a 3 sided battle between design, > art and script hehe (: > On Thu, Jun 25, 2009 at 7:03 PM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote: > >> 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). >>>>> >>>>> >>>>> >>>> >>> >> >