[project1dev] Re: Models + Texture Cost/Practices

  • From: Nick Klotz <roracsenshi@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Fri, 26 Jun 2009 20:50:24 -0500

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.
>>>>>
>>>>
>>>>
>>>
>>>
>>
>>
>
>

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