[project1dev] Re: Models + Texture Cost/Practices

  • From: Nick Klotz <roracsenshi@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Fri, 26 Jun 2009 20:45:07 -0500

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> 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>* wrote:
>
>
> From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
> Subject: [project1dev] Re: Models + Texture Cost/Practices
> 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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