Author Topic: The power of optimization  (Read 14439 times)

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Offline The E

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The power of optimization
Let us compare pics and stats here.

This is the original Uriel, aka Wraith:


It uses ~32 MBs of texture memory, distributed in 42 separate textures (counting all the various glow, shine and normal maps). It uses 15 separate textures, and requires 14 separate passes to render.

This is the new one:


It uses ~22MB of texture memory, in 5 separate maps (counting debris textures). It is rendered in a single pass.
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Offline General Battuta

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Re: The power of optimization
Still needs the little cockpit men!

 

Offline Arcalane

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Re: The power of optimization
Still needs to stop dogpilehumping in Pawns! :p

Nice work though. The colour scheme change works nicely too.
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Offline Rodo

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Re: The power of optimization
I like the older grimmer colors better, plus the normal map seems a little bit stronger, might want to change that.
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Offline Shivan Hunter

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Re: The power of optimization
The older normal map was actually less pronounced in most places, but the noise on it added a lot to the texture.

All that aside, excellent work! Nice to see one of the insanely unoptimized models being made usable.

 

Offline The E

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Re: The power of optimization
Well, I have been working on the normal map. This is how it looks now:



And with all the textures turned on:

Let there be light
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Let there be monsters and let there be pain
Let us begin to feel again
--Devin Townsend, Genesis

 

Offline Colonol Dekker

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Re: The power of optimization
Too strong.
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Offline The E

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Re: The power of optimization
Well, I like them that way. If someone wants to redo them, I'll gladly hand over any material required.
Let there be light
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Let there be stars and let there be you
Let there be monsters and let there be pain
Let us begin to feel again
--Devin Townsend, Genesis

 

Offline Spoon

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Re: The power of optimization
Gotta agree with Dekker here, too strong.
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Offline Dragon

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Re: The power of optimization
It also lacks a bit of that "noise" my normals had.

 

Offline General Battuta

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Re: The power of optimization
The original normal was great. I'll just register an opinion that it should be tweaked that way.

 

Offline -Norbert-

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Re: The power of optimization
I like the red parts, but I'd prefer the greyish main color over the new bluish coloring of the main body.

 

Offline The E

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Re: The power of optimization
Personally, I feel that the noise of the originals was far too strong, and tended to wash out the details implied in the texture. I might have gone a bit too far in the other direction, but i am not in the mood to redo it again right now. As I said, if someone wants to redo it, just drop me a line and I'll package it up.
Let there be light
Let there be moon
Let there be stars and let there be you
Let there be monsters and let there be pain
Let us begin to feel again
--Devin Townsend, Genesis

 

Offline -Sara-

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Re: The power of optimization
I like it, personally I think a way in between looks best. Slightly darker but with the bright accents staying bright. Also, a hue between the blue and dark grey. Something like:



(If editing the pic is offensive or unwelcome, feel free to remove it).
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Offline General Battuta

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Re: The power of optimization
Lineup of all three, with Sara's at the bottom:







 

Offline Droid803

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Re: The power of optimization
I liked the noise on the original normal maps, but I do like the fact that you kept steve-o's original blue color scheme :D
I hope we get both the blue version and the black UEF version :D
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Offline -Norbert-

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Re: The power of optimization
I like -Sara-s color scheme best :yes:
For the normals... I'm fine with both, though if it were to be redone a middleway between old and new, as The E suggested, would be nice.

 

Offline Scotty

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Re: The power of optimization
I <3 black color scheme for looks.

 

Offline General Battuta

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Re: The power of optimization
Black was best. The Steve-O originals are a little cartoony, I think.

 

Offline Nighteyes

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Re: The power of optimization
The original looks best IMO, the noise on the normal map adds a lot, but it can also be faked by adding it to the shine map...
as for the depth of the normal map, it needs to be relatively strong on fighters, so you will actually notice them when flying around.