good info, pretty interesting - thanks for the lesson :) On Fri, Feb 26, 2010 at 2:45 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > most games use mip maps, but it's just an engine internal thing, sometimes > used for tuning memory. > > Specifically how mip maps work: > > If i load a 1024x1024 image into memory and tell it to make mip maps, it'll > scale it down to make a 512x512 version, a 256x256 version, a 128x128 > version etc all the way down to like 1x1 i believe and it will store all of > those in memory. > > What you can do though if you are overbudget in memory you can specify how > many mip maps to create, less mip maps = less memory used. > > Also, you could do something like in that 1024x1024 example, you can tell > it to throw away the mips > 256x256. > > This will make the texture look more lower resolution but in the process > you saved 4MB from the 1024x1024 image and 1MB from the 512x512 image so in > total you saved 5MB of memory just from doing that. > > You might find some texture in the game that isnt really important (maybe > its only shown in one place players hardly ever see or maybe it is only > shown from really far away anyways) and then turn down the mips to get some > memory back. > > This isn't the kind of stuff you'll likely ever have to deal with but might > be good info to know. > > I think usually technical artists and programmers deal with this kind of > thing. > > > On Fri, Feb 26, 2010 at 10:05 AM, katie cook <ktmcook@xxxxxxxxx> wrote: > >> Yeah, I already got the plug in. I dug around and researched it >> yesterday. >> >> I use Maya so I am trying to see what the best route is for possibly using >> normal maps. I am still discovering mudbox, and I don't know how easy it is >> to get my hands on that, and if it is something I want to integrate into my >> workflow. Still exploring that possibility... >> >> >> --- On *Fri, 2/26/10, Larvantholos <larvantholos@xxxxxxxx>* wrote: >> >> >> From: Larvantholos <larvantholos@xxxxxxxx> >> Subject: [project1dev] Re: Maps >> To: project1dev@xxxxxxxxxxxxx >> Date: Friday, February 26, 2010, 9:56 AM >> >> >> Its an nvidia plugin you can get from their website, it allows you to edit >> and draw on the maps, as well as create them within photoshop. You'll get a >> better affect create the map in 3d - if you get your hands on mudbox even >> just for rendering purposes it creates excellent normal mapping which in 3ds >> max compatible mode will let you use it in most other programs :) >> >> --- On Fri, 2/26/10, katie cook >> <ktmcook@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=ktmcook@xxxxxxxxx>> >> wrote: >> >> > From: katie cook >> > <ktmcook@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=ktmcook@xxxxxxxxx> >> > >> > Subject: [project1dev] Re: Maps >> > To: >> > project1dev@xxxxxxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=project1dev@xxxxxxxxxxxxx> >> > Received: Friday, February 26, 2010, 12:53 PM >> > Yeah I know mip maps are >> > different than other kinds of maps =) >> > >> > I was looking into getting a plugin for photoshop that >> > allows you to make normal maps from a grayscale image, and >> > the plug in specs talk about factoring for mip mapping for a >> > certain execution. >> > >> > Katie >> > >> > --- On Thu, 2/25/10, Alan Wolfe >> > <alan.wolfe@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=alan.wolfe@xxxxxxxxx>> >> wrote: >> > >> > >> > From: Alan Wolfe >> > <alan.wolfe@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=alan.wolfe@xxxxxxxxx> >> > >> > Subject: [project1dev] Re: Maps >> > To: >> > project1dev@xxxxxxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=project1dev@xxxxxxxxxxxxx> >> > Date: Thursday, February 25, 2010, 2:40 PM >> > >> > >> > >> > Yeah >> > >> > mip mapping is usually taken care of by the engine >> > although i think sometimes the artists can specify # of mips >> > for specific textures. >> > >> > Basically, in a 3d game, the video card has >> > to be able to render textures at different scales (as you >> > notice, when something gets farther away from the camera it >> > gets smaller...). >> > >> > It can do this one of 2 ways.. >> > >> > #1 - scale down the image on the fly every frame (this >> > usually either results in textures being scaled quickly so >> > that they are ugly, or results in frame rate dropping >> > because they are scaling the textures nicely which takes >> > longer) >> > #2 - Scale the image a bunch when it's first >> > loaded and store the scaled images in memory. This is >> > called mip mapping and lets you scale images nicely (ie >> > bilinear or trilinear filtering etc) and store them in >> > memory. This makes it so you use more video memory but >> > scaled textures look better and the game runs faster. >> > >> > Im curious, what has you investigating mip maps? >> > (: >> > >> > and btw, mip maps are not the same kind of map like >> > specular maps and normal maps are, it's a completely >> > different kind of thing. >> > >> > On Thu, Feb 25, 2010 at 2:26 PM, >> > katie cook >> > <ktmcook@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=ktmcook@xxxxxxxxx> >> > >> > wrote: >> > >> > >> > >> > >> > >> > >> > Hey Guys, >> > >> > Another question, does anyone know much about MIP >> > mapping? I get the general concept of what it is/what it >> > does, but I am wondering if it is applicable in our >> > situation, or in what situation/game it would be >> > applicable... >> > >> > Gonna google it too, but any info you guys have would >> > be much appreciated. Its always better from a artists point >> > of view. =) >> > >> > Thanks >> > Katie >> > >> > >> > --- On Thu, 2/25/10, Alan Wolfe >> > <alan.wolfe@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=alan.wolfe@xxxxxxxxx> >> > >> > wrote: >> > >> > >> > >> > From: Alan Wolfe >> > <alan.wolfe@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=alan.wolfe@xxxxxxxxx> >> > >> > Subject: [project1dev] Re: Maps >> > To: >> > project1dev@xxxxxxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=project1dev@xxxxxxxxxxxxx> >> > Date: Thursday, February 25, 2010, 2:21 PM >> > >> > >> > >> > >> > >> > >> > Hey Katie, >> > >> > Currently I'm upgrading the editor but after that >> > I'll be moving back to graphics land and upgradin our >> > graphics. >> > >> > Milkshape supports NO maps. >> > >> > Our game however currently supports normal maps >> > (doesnt look like it should cause it needs an upgrade but it >> > works). >> > >> > For now we (Kent or I) have to set up the loading >> > level script to apply the normal maps to an object (which is >> > no problem, nothin to worry about there) >> > >> > In the future, you'll be able to apply the normal >> > map from the editor. >> > >> > Now because you are asking about other kinds of maps >> > like specular maps, YEP we can do those! >> > >> > The game doesnt currently support them but specular >> > maps for one should be not too hard so feel free to use them >> > (: >> > >> > On Thu, Feb 25, 2010 at 2:14 PM, >> > katie cook >> > <ktmcook@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=ktmcook@xxxxxxxxx> >> > >> > wrote: >> > >> > >> > >> > >> > >> > >> > I think the kids need more maps, there just arent very >> > many maps....=) ANYWAY, >> > >> > Hey Guys, >> > >> > I was wondering about what kind of maps the >> > game/milkshape supports, IE. bump, specular, normal >> > maps. >> > >> > Let me know what you know and limitations your aware >> > of. >> > >> > Thinking about learning/playing with normal and >> > specular maps, but thinking probably only bumps are going to >> > be supported for now... >> > >> > Wishful thinking, some fun ideas in mind. =) >> > >> > Katie >> > >> > >> > >> > >> > >> > >> > >> > >> > >> >> >> __________________________________________________________________ >> Get the name you've always wanted @ymail.com or @rocketmail.com! 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