• BioShock Infinite Models
    679 replies, posted
its going to be a one big pack to put on here and steam workshops.
[QUOTE=skull412;40567472]its going to be a one big pack to put on here and steam workshops.[/QUOTE] Where will he get the space? I mean, isn't there like.. over a gigabyte for just the characters or something?
Can you also port the Gear? (I like the look of them)
[QUOTE=Grub;40567570]Where will he get the space? I mean, isn't there like.. over a gigabyte for just the characters or something?[/QUOTE] that i dont know about.
Speedyshare takes files over a gigabyte in size. Question is if it's allowed to stay up, but I'd assume so.
MEGA.co.nz should be perfect, dunno what the file cap is though.
MEGA i think is about 5 GB simultaneosly and a total space of 50 GB in the cloud.
downscale the textures, duh. you really do not need 2048x2048 in Source and you''re gonna be breaching the CMDL and material cache sizes by spawning multiple 2048x textures. iirc fakefactory has his own seperate mod instead of a model/skin pack because of that.
How about no? WHy would you want to ruin the quality of the textures just to keep them below a certain filesize? I think anyone who plans to use these models (myself included ) want to keep them as high quality as possible. Or, at the very least, make two packs. One for GMod and one for SFM, the latter having higher resolution textures.
why is their size a problem? because each character has multiple textures, not just one sheet. imagine loading multiple 2048x textures into video memory at once, ranging from 5mb to 20mb. yeah. exactly. that's why Infinite uses texture streaming. i don't get why they used it in bioshock 1, but I get why they used it in Infinite. [editline]8th May 2013[/editline] [QUOTE=Derp Y. Mail;40569366]How about no? WHy would you want to ruin the quality of the textures just to keep them below a certain filesize? I think anyone who plans to use these models (myself included ) want to keep them as high quality as possible. Or, at the very least, make two packs. One for GMod and one for SFM, the latter having higher resolution textures.[/QUOTE] you will lose absolutely no fucking detail downscaling to 1024x (in source at least), the difference is sheerly filesize-related.
[QUOTE=Roger Waters;40569369]why is their size a problem? because each character has multiple textures, not just one sheet. imagine loading multiple 2048x textures into video memory at once, ranging from 5mb to 20mb. yeah. exactly. that's why Infinite uses texture streaming. i don't get why they used it in bioshock 1, but I get why they used it in Infinite.[/QUOTE] I know how texturing works, I know individual bits have individual textures, but if I plan to animate these models and have closeups of the face or hands I don't want there to be blurry pixels, I want it to be good quality. I'd gladly sacrifice a bit of the optimization if I get quality as a return. I don't think I'm alone in that.
[QUOTE=Derp Y. Mail;40569378]I know how texturing works, I know individual bits have individual textures, but if I plan to animate these models and have closeups of the face or hands I don't want there to be blurry pixels, I want it to be good quality. I'd gladly sacrifice a bit of the optimization if I get quality as a return. I don't think I'm alone in that.[/QUOTE] "blurry pixels" "I want it to be good quality" sorry you genuinely do not have a clue here, do you? downscaling from 2048x to 1024x will have NO VISIBLE LOSS OF QUALITY IN SOURCE. source is an 8 year old engine with a somewhat outdated material system. you will not lose shit-all by downscaling in source. oh but if you want to breach your VRAM and the source CMDL cache, go ahead.
[QUOTE=Roger Waters;40569412]"blurry pixels" "I want it to be good quality" sorry you genuinely do not have a clue here, do you? downscaling from 2048x to 1024x will have NO VISIBLE LOSS OF QUALITY IN SOURCE. [B]source is an 8 year old engine with a somewhat outdated material system.[/B] you will not lose shit-all by downscaling in source. oh but if you want to breach your VRAM and the source CMDL cache, go ahead.[/QUOTE] Source Filmmaker.
>Source Filmmaker >Source so uh
I dunno I just kinda feel like something that's used as basically a streamlined movie production tool has [B][I]some[/I][/B] technological advancements over the usual game engine [editline]8th May 2013[/editline] Like, I realize it's still the game engine at heart (duh) but come on.
it's still on the same engine, just with ~~~volumetric lighting~~~ i suppose, still source, still poopy, your point is moot All it has is a confusing UI and animation tools that actually work [editline]moot[/editline] your point is moot
[QUOTE=Derp Y. Mail;40569446]Source Filmmaker.[/QUOTE] hahahaAHHAhahaahahahahaha [QUOTE=Derp Y. Mail;40569471]I dunno I just kinda feel like something that's used as basically a streamlined movie production tool has [B][I]some[/I][/B] technological advancements over the usual game engine [editline]8th May 2013[/editline] Like, I realize it's still the game engine at heart (duh) but come on.[/QUOTE] love, i've been working with source for six years. it doesn't change. it doesn't improve. more whizz-bangs are added to it year by year but it will never improve because at heart it's still the bastard grandchild of Quake 1, Quake 2, and Valve's tomfoolery. it's not just the diffuse textures that will give it detail though, as you seem to think. there are normal maps, specular maps, phong, shading, all kinds of dooh-dahs and spinny bits that add clarity, detail, and depth to models. if you think i'm some crotchety old bastard who is going "MUH FILESIZE" you're wrong, it's because I know that source is a shitbag to anyone who wants to have fun, that and the fact that Steam Workshop will not take a 1gb pack.
[QUOTE='Ninja Nub[NOR];40569495']it's still on the same engine, just with ~~~volumetric lighting~~~ i suppose, still source, still poopy, your point is moot All it has is a confusing UI and animation tools that actually work [editline]moot[/editline] your point is moot[/QUOTE] Last time I checked SFM can handle polygon and bone counts far higher than the usual Source. It's not just OB Source with pretty shading, you know.
[QUOTE=Derp Y. Mail;40569513]Last time I checked SFM can handle polygon and bone counts far higher than the usual Source. It's not just OB Source with pretty shading, you know.[/QUOTE] this is just elizabeth's HAIR texture. [thumb]https://dl.dropboxusercontent.com/u/38136991/Elizabeth_Hair_DIFF.jpg[/thumb] golly goosh look at all that detail! WHOO DAH-BLIM-BLAM! downscaled to 1024x [thumb]https://dl.dropboxusercontent.com/u/38136991/1024.jpg[/thumb] oh look. FUCK ALL DIFFERENCE. you're wrong.
well base source can handle stuff up to around 70k polys, I know, raiden was that size, and you don't have to be so hostile about it [editline]saf[/editline] god [editline]shit[/editline] and at any rate, shaders matter way more than texture sizes example: [t]https://dl.dropboxusercontent.com/u/44650710/shader demo.jpg[/t] and here's one with no shaders [t]https://dl.dropboxusercontent.com/u/44650710/noshaders.jpg[/t]
[QUOTE=Roger Waters;40569503]love, i've been working with source for six years. it doesn't change. it doesn't improve. more whizz-bangs are added to it year by year but it will never improve because at heart it's still the bastard grandchild of Quake 1, Quake 2, and Valve's tomfoolery. it's not just the diffuse textures that will give it detail though, as you seem to think. there are normal maps, specular maps, phong, shading, all kinds of dooh-dahs and spinny bits that add clarity, detail, and depth to models. if you think i'm some crotchety old bastard who is going "MUH FILESIZE" you're wrong, it's because I know that source is a shitbag to anyone who wants to have fun, that and the fact that Steam Workshop will not take a 1gb pack.[/QUOTE] Thanks, you don't need to go into a lecture on what a texture is made of, I just feel like you're underestimating Source hugely as a whole just because of its roots. You make it sound like an ancient, useless relic of some sort when it really isn't. And as for the Workship bit, either A) Split it in parts if necessary B) Don't upload to workshop [editline]8th May 2013[/editline] [QUOTE=Roger Waters;40569533]this is just elizabeth's HAIR texture. -img golly goosh look at all that detail! WHOO DAH-BLIM-BLAM! downscaled to 1024x -img- oh look. FUCK ALL DIFFERENCE. you're wrong.[/QUOTE] Good, now take a screenshot of both versions in SFM - a closeup of the hair. Thanks :)
[QUOTE=Derp Y. Mail;40569551]Thanks, you don't need to go into a lecture on what a texture is made of, I just feel like you're underestimating Source hugely as a whole just because of its roots. You make it sound like an ancient, useless relic of some sort when it really isn't. [/QUOTE] it's a very, very old engine that i would not be developing for or working with right now if I hadn't fallen into the trap of learning it and not say, Unreal six years ago. [editline]8th May 2013[/editline] [QUOTE=Derp Y. Mail;40569551] Good, now take a screenshot of both versions in SFM - a closeup of the hair. Thanks :)[/QUOTE] you really are a snide, belligerent person aren't you? fine. have your 2048x textures and waste a shit ton of space and VRAM. i don't care. someone asked how to solve a problem and i gave my advice, but obviously you do not have a singular damn clue about what you are talking about and you're too ignorant to learn or listen to reason, therefore i wash my hands of the whole affair and leave you to your own sodom.
[QUOTE=Roger Waters;40569570]it's a very, very old engine that i would not be developing for or working with right now if I hadn't fallen into the trap of learning it and not say, Unreal six years ago.[/QUOTE] Nothing's stopping you from learning Unreal now, you know. [QUOTE=Roger Waters;40569570]you really are a snide, belligerent person aren't you? fine. have your 2048x textures and waste a shit ton of space and VRAM. i don't care. someone asked how to solve a problem and i gave my advice, but obviously you do not have a singular damn clue about what you are talking about and you're too ignorant to learn or listen to reason, therefore i wash my hands of the whole affair and leave you to your own sodom.[/QUOTE] I am snide, but I'm also an optimist. Source may be shit but it's not as shit as you make it out to be. If it was, people would've abandoned it a long time ago. I'm listening to what you're saying and I'm not questioning your experience. I'm sure you're perfectly capable of what you're preaching here (and hell you were pretty quickly here once Umodel was picked up) - it's your pessimism of Source that bothers me. I'm thinking of closeups of a characters facial features, if you lower the resolution of the texture it's pretty obvious there's going to be quality loss. It doesn't take a genius to figure that out. AS for space and VRAM, if you can't accomodate for a high resolution/polygon model on your harddrive and you can't render it in real-time without crashing then you need to look at a new rig.
[QUOTE=Derp Y. Mail;40569627]Nothing's stopping you from learning Unreal now, you know. I am snide, but I'm also an optimist. Source may be shit but it's not as shit as you make it out to be. If it was, people would've abandoned it a long time ago. I'm listening to what you're saying and I'm not questioning your experience. I'm sure you're perfectly capable of what you're preaching here (and hell you were pretty quickly here once Umodel was picked up) - it's your pessimism of Source that bothers me. I'm thinking of closeups of a characters facial features, if you lower the resolution of the texture it's pretty obvious there's going to be quality loss. It doesn't take a genius to figure that out.[/QUOTE] most of elizabeth and the other characters' textures are borderline flat-colors, anyway. most of the detail comes from the bumpmaps. you won't lose any detail. you will not lose any quality when used in source downscaling to 1024x. you will even have mipmaps ingame, meaning the game will reduce quality anyway. (no clue if SFM uses mipmaps, haven't dissected it yet)
[QUOTE=Roger Waters;40569666]most of elizabeth and the other characters' textures are borderline flat-colors, anyway. most of the detail comes from the bumpmaps. you won't lose any detail. you will not lose any quality when used in source downscaling to 1024x. you will even have mipmaps ingame, meaning the game will reduce quality anyway. (no clue if SFM uses mipmaps, haven't dissected it yet)[/QUOTE] It's Source, of course it has mipmaps. But they're not a bother. You've seen the work Valve does in SFM, right? Dota 2 Trailer? CS:GO? [editline]8th May 2013[/editline] I suppose I should just stop, I'll give a judgement once I actually have the model. I give up, for now.
[QUOTE=Derp Y. Mail;40569686]It's Source, of course it has mipmaps. But they're not a bother. You've seen the work Valve does in SFM, right? Dota 2 Trailer? CS:GO?[/QUOTE] here's a secret i've never told anyone else. i do not think valve uses the publically-released SFM for their trailers, just like I don't think they use the publically-released hammer. i have a feeling they use a shitton of third-party software for the most part.
[QUOTE=Roger Waters;40569697]here's a secret i've never told anyone else. i do not think valve uses the publically-released SFM for their trailers, just like I don't think they use the publically-released hammer. i have a feeling they use a shitton of third-party software for the most part.[/QUOTE] I see that sarcasm. Of course they have an in-house version but I don't think it goes very far outside of having content that we don't, ie. every Meet the Team project file, trailer files, etc. etc. The render engine itself is still the same. I don't see why they'd hold back on technological features when they're releasing it to the public. Maya and 3DS Max doesn't have those limitations, not sure why SFM would.
i don't know WHAT goes through Valve's mind. at all. some of the shit they do is just absolutely flat-out bonkers.
Just make a normal version with normal textures and additional download with higher quality textures. Seriously I want higher quality textures on those models as possible.
11 pages wonder how long it'll take for Elizabeth to be naked if not already
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