Author Topic: Texture Sizes  (Read 5059 times)

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Offline Nico

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tell me if I'm wrong, but it doesn't look compressed to me. that's 512*512 maps (one top, one bottom, on side, each fitting the bounding box, so no cheating using a large map on very small polys).
SCREW CANON!

 

Offline aldo_14

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Quote
Originally posted by venom2506:

tell me if I'm wrong, but it doesn't look compressed to me. that's 512*512 maps (one top, one bottom, on side, each fitting the bounding box, so no cheating using a large map on very small polys).

What card / system do you use Venom?

Also, the diference is prob. less noticable, anyway, as you're only halfing the size there    - if it is reducing.

NB:  This is my experiments so far;
Original;
   

Reduced v - 256x256 with sharpen applied in PSP7;
 

  ... looks like I'll have to start from scratch - again.




[This message has been edited by aldo_14 (edited 07-23-2001).]

 

Offline Eth

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Quote
Originally posted by venom2506
tell me if I'm wrong, but it doesn't look compressed to me. that's 512*512 maps (one top, one bottom, on side, each fitting the bounding box, so no cheating using a large map on very small polys).

With that texture map and that view, one can't tell.  If it is a 512x512 map and it is applied with one on top, one on bottom, one on side/front/back, then take your screen shot from the top so that the model fills 1/4th of the screen area (thus making the model take up approximately 512 pixels on the screen so the texture map is actual size... i.e. 1 screen pixel per texture map pixel).  Then open the model up in ModelView32 and do a side by side comparison.

There is a easy way to positively tell if you don't have a very detailed texture map to use though.  Make a simple texture map that is 512x512 or 1024x1024.  Fill it with a solid background color.  Then put one pixel wide horizontal, vertical, and diagonal lines on it in a complimentary color.  Add a word of text using Arial 10 point font.  Replace the real texture in your maps directory with the test one.  Now go back and try it, remembering to close in on the ship till it fills 1/4 of the screen and the view is directly overhead (to reduce to a minimum distortion caused by the viewing angle).

Aldo... I know what you mean    I'm just glad I decided to test the "background" texture before I added all the real detail  

[This message has been edited by Eth (edited 07-23-2001).]

 

Offline aldo_14

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Quote
Originally posted by Eth:


Aldo... I know what you mean      I'm just glad I decided to test the "background" texture before I added all the real detail    

[This message has been edited by Eth (edited 07-23-2001).]

Sigh... just remapped the models, and they still look terrible   .  Looks like I need to find a new technique.

I guess it's an inevitable consequence of using cut and paste with     textures, upsizing then downsizing    

Still, I now have absolutely no idea how to get a decent set of textures working now  

[This message has been edited by aldo_14 (edited 07-23-2001).]

 

Offline Nico

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k, I'll do that, but, really... even if you're right, I won't fix my models, coz that's a lot of work, and it doesn't look wrong to me, so...
SCREW CANON!

 

Offline aldo_14

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Quote
Originally posted by venom2506:
k, I'll do that, but, really... even if you're right, I won't fix my models, coz that's a lot of work, and it doesn't look wrong to me, so...


Well, you won't be losing anywhere near as much quality as me, if you're using multiple maps.  My prob is that I've got a lot of empty space  

If I can 'split' my big 1024x512 map into 6 parts (top, bottom, etc) and use them independently, then I can fix it without losing any quality in the model... the only problem is how to divide it up   so it can fit, and then how on earth to UV map it.

 

Offline Nico

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 http://www.geocities.com/venom250681/maptest01.html?995914538600

I let you judge, the top pic is from mview, the bottom one is an ingame screen.
SCREW CANON!

 

Offline aldo_14

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Quote
Originally posted by venom2506:
http://www.geocities.com/venom250681/maptest01.html?995914538600

I let you judge, the top pic is from mview, the bottom one is an ingame screen.

Can't really see a difference  

What system (specs) are you using?


 

Offline aldo_14

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BTW;  found a way!!

I resize my maps to 1024x1024, and cut them into quarters... then apply with the V and U reps set to 2.  This works fine (although I do need ot resize the quarter maps to 256x256)

It's a little time consuming to check it all manually, but much better than a bad map job.  

Now i be happy.

 

Offline Eth

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Venom, whether or not you remap is up to you, and in large part is based upon how your textures look in game versus how you want them to look.

I can see why you think there isn't a difference.  However if you make a backup copy of the texture map shown in your screen shots and write that Arial 10 point text across it like I suggested and rerun your test you will readily see the difference  

If you look closely at the two screen shots you posted, you can see the textures are being reduced.  The most apparent area you can look at is where the front of the "engine cowling" joins into the "midsection" of the body, there are some distinct horizontal lines in the ModelView shot (dark grey) that are missing in the ingame shot.  You can also look at the striping on the gun barrels and see the blurring induced by the reduction.  There are other areas it can be seen in, those are just the easiest to see.

However for your model and your texture maps, the end result isn't that large of a difference.  The big key is how fine of detail there is in the original texture map and how much the reduction is.  Going from 512 to 256 isn't near as bad as 1024 to 256 and mottled patterns being reduced aren't near as apparent as surface details created with fine lines that have been reduced.


Aldo... I don't use lithunwrap for two reasons.  First it requires triangulated polys and second it doesn't have the versatility of uvmapper in regards to selection of polys based on material, group, or region.  If you use uvmapper, then you could more easily create the top/bottom/sides/front maps you are thinking of doing by first generating a cubic mapping with seperation between planar views, then assign the various views to seperate materials, then expanding the material regions to the full size of the map and saving the individual views as seperate maps.  The down side is it only works with OBJ files in wavefront format so you have to go through some conversion.

 

Offline aldo_14

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Quote
Originally posted by Eth:

Aldo... I don't use lithunwrap for two reasons.  First it requires triangulated polys and second it doesn't have the versatility of uvmapper in regards to selection of polys based on material, group, or region.  If you use uvmapper, then you could more easily create the top/bottom/sides/front maps you are thinking of doing by first generating a cubic mapping with seperation between planar views, then assign the various views to seperate materials, then expanding the material regions to the full size of the map and saving the individual views as seperate maps.  The down side is it only works with OBJ files in wavefront format so you have to go through some conversion.

Well, format isn't a problem - I can easily save and load obj files into TS5, anyway, and I tend to use those for Lith anyway..  If I can figure out how, i'll prob. use UVWrap for future models, although I'll stick with my earlier method for remapping the exisitng methods....

BTW, do you have a link to the UVWrap website, so I can check I've got an up-to-date version.


 

Offline Nico

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Quote
Originally posted by Eth:
write that Arial 10 point text across it

ok, I did that, and you're right. Bah, that sux.

SCREW CANON!

 

Offline aldo_14

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I think this looks much better now  

 
 
 

(Compare to earlier post)

I split the textures into 4 quarters as I said prev.... looks ok now.


 

Offline Dr.Zer0

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Quote
Originally posted by aldo_14:
I think this looks much better now  
(Compare to earlier post)

I split the textures into 4 quarters as I said prev.... looks ok now.


 
Oh well looks like that was post 6000(sorry just had to say that  

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Offline Eth

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Quote
Aldo muttered
BTW, do you have a link to the UVWrap website, so I can check I've got an up-to-date version.

Actually, it's UVMapper... and the website is

{drumroll}
 www.uvmapper.com  

or click here

And yes, your model's textures are much improved  

  
I have just realised my backgrounds are being reduced to 256 and a texture on a capital ship is reduced to 256....this throws the whole debate into the air again for me!  I have an experiment going to get some answers.  Pray that it is my 3d card that is reducing and not the game.
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