[project1dev] Re: Kent; Trap Hallway

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 25 Jun 2009 19:11:19 -0700

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).
>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>

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