yeah totally (: Nick++ On Fri, Jun 26, 2009 at 6:14 PM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote: > 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> 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>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. >>> >> >> >