Thanks, I'll bookmark it! Never know when it could come in handy. On Fri, Jun 26, 2009 at 8:46 PM, katie cook <ktmcook@xxxxxxxxx> wrote: > Oh no worries Nick, just thought I'd throw a bone if you were interested. > =) > > --- On *Fri, 6/26/09, Nick Klotz <roracsenshi@xxxxxxxxx>* wrote: > > > From: Nick Klotz <roracsenshi@xxxxxxxxx> > Subject: [project1dev] Re: Models + Texture Cost/Practices > To: project1dev@xxxxxxxxxxxxx > Date: Friday, June 26, 2009, 6:45 PM > > > I have photoshop, but I'm not very artistically inclined. I'll leave > textures to the artists, my specialty is in designs and concepts and fitting > the pieces together; though I can do low level scripting and temp art. > > > On Fri, Jun 26, 2009 at 8:42 PM, katie cook > <ktmcook@xxxxxxxxx<http://mc/compose?to=ktmcook@xxxxxxxxx> > > wrote: > >> Oh yeah, I haven't run into any problems with tiling as of yet. I am a >> pretty well versed photoshop user and have some tricks/tools I use to >> overcome that. >> >> Nick, if you feel like checking it out and have photoshop, you might read >> into some techniques for building seemless textures. Besides the offset >> feature I previously mentioned, there are all the cloning tools along with >> the new bandaid/pattern tool that help create variance in textures so you >> don't get repeating patterns. If you play around with it, it can really do >> wonders. These are just the aspects I have found helpful. >> >> You might already know all this, I just thought I'd point it out since I >> don't know what everybody else is familiar with. Hopefully it is >> helpful...=) >> >> --- On *Fri, 6/26/09, Alan Wolfe >> <alan.wolfe@xxxxxxxxx<http://mc/compose?to=alan.wolfe@xxxxxxxxx> >> >* wrote: >> >> >> From: Alan Wolfe >> <alan.wolfe@xxxxxxxxx<http://mc/compose?to=alan.wolfe@xxxxxxxxx> >> > >> Subject: [project1dev] Re: Models + Texture Cost/Practices >> To: project1dev@xxxxxxxxxxxxx<http://mc/compose?to=project1dev@xxxxxxxxxxxxx> >> Date: Friday, June 26, 2009, 6:33 PM >> >> >> Very neat Katie! That is neat. >> >> The other thing besides seams you have to watch out for (for Nick's >> benefit) is recognizable patterns. >> >> Like, you know how you can look in the ceiling popcorn and see shapes? (or >> was it the mushrooms we ate...?) lol but seriously you know what im talking >> about? >> >> If you take a square of something organic looking like cieling popcorn or >> grass, even if you get rid of the seams and then tile it, it often times >> will still be obviously tiled cause of the recognizable features that are >> repeating in an even grid. >> >> like i said, there's some great tools to overcome this (katie if you are >> interested you might check out something called Wang tiling. it's a little >> technical but it might be an interesting read). Multitexturing is a good >> one. >> >> If we have this problem we'll have to find a way to address it, but it's >> an art issue more than a coding, building, or design issue (: >> On Fri, Jun 26, 2009 at 6:26 PM, katie cook >> <ktmcook@xxxxxxxxx<http://mc/compose?to=ktmcook@xxxxxxxxx> >> > wrote: >> >>> Hey guys, >>> >>> I don't know if you use photoshop. But I saw the thread about seams in >>> textures. Photoshop has an offset feature that helps build seamless >>> textures. Might be stating the obvious, just thought I'd throw it out there. >>> =) >>> >>> --- On *Fri, 6/26/09, Nick Klotz >>> <roracsenshi@xxxxxxxxx<http://mc/compose?to=roracsenshi@xxxxxxxxx> >>> >* wrote: >>> >>> >>> From: Nick Klotz >>> <roracsenshi@xxxxxxxxx<http://mc/compose?to=roracsenshi@xxxxxxxxx> >>> > >>> Subject: [project1dev] Re: Models + Texture Cost/Practices >>> To: >>> project1dev@xxxxxxxxxxxxx<http://mc/compose?to=project1dev@xxxxxxxxxxxxx> >>> Date: Friday, June 26, 2009, 6:14 PM >>> >>> Oh, that's awesome to know. So for temple walls that are meant to >>> encompass the entire room I can make a very large model (eg: 400x700x10) and >>> have it textured relatively cheaply, as a grainy stone type. >>> >>> >>> On Fri, Jun 26, 2009 at 8:08 PM, Alan Wolfe >>> <alan.wolfe@xxxxxxxxx<http://mc/compose?to=alan.wolfe@xxxxxxxxx> >>> > wrote: >>> >>>> That's a good question you ask. >>>> >>>> basically the answer is there is no clear cut answer it's kind of >>>> something you have to weigh on a case by case basis, but there's something >>>> good in this battle of texture memory. >>>> >>>> You can repeat textures across an object. >>>> >>>> for instance you could have an image of a single floor tile and put it >>>> onto a floor model, but tell it to repeat 10 times on X and 10 times on Y >>>> and it would give you a 10x10 grided floor of that image - FOR FREE. >>>> >>>> so texture repeating is a good tool to use >>>> On Fri, Jun 26, 2009 at 5:32 PM, Nick Klotz >>>> <roracsenshi@xxxxxxxxx<http://mc/compose?to=roracsenshi@xxxxxxxxx> >>>> > wrote: >>>> >>>>> I hate to sound redundant; but when building a very large area (such as >>>>> the temple is turning out to be) is it cheaper to go with more >>>>> models+smaller textures or fewer models that are much larger+larger >>>>> texture >>>>> sizes? >>>>> We discussed previously that larger models cost about the same as >>>>> smaller models because it's based off of faces and vertices (correct me >>>>> if I >>>>> am wrong), but that textures can become very costly when larger. >>>>> >>>>> So what would the tradeoff point be? I just want to build a level >>>>> optimally if possible; though I know very little may be permanent. >>>>> >>>> >>>> >>> >>> >> >> > >