artists use their artistic skills to figure that out. Sometimes you can make things look great with a low res texture, and other times you need the fine level of detail of a higher res texture though. shrug... "it's an art" hehe On Thu, Jun 25, 2009 at 7:09 PM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote: > 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). >>>>>> >>>>>> >>>>>> >>>>> >>>> >>> >> >