[QUOTE=Domino;38649457]I'd say he's pushed it all the way up to 4096x4096, but for an item that small, 1024x1024 would be sufficient enough, but it might happen even that is overkill, so 512x512 would be the most desirable choice of size.
Though it all depends on what he's gonna use it for, but in regards that he made a low-poly, the most realistic suggestion is that he's gonna use it for a game-engine, and therefor 512x512.[/QUOTE]
It's a 1k texture, but thats really too small for a render like that. The textures dpi are way lower the the final renders dpi.
Edit: To put it in a picture instead of words, this is how much the texture is scaled in the final render:
[IMG]http://nukeaduke.com/img/m67Scale.jpg[/IMG]
[QUOTE=nVidia;38649812]Well, I kind of wish developers wouldn't try to save in texture resolution when it comes to something that is inches away from the camera, shining example would be planetside 2 where the view model weapons are blurry as hell and it makes me cry every time i have to look at them.[/QUOTE]
The reason for this is probably because of the memory limits of the hardware, if one are to produce games for PS3, you have a 256 mb memory limit, since the PS3 only have 256 mb available for graphics. so you really have to compensate with what you need.
You don't need 1K texture on something so small.
Games for PC on the other hand, is a complete different subject.
If we take the newly released AC3, they boosted the graphical quality by adding DX11 features such as tessellation and AO, and also boosted the texture size up to 4k on some areas.
I'm pretty sure we'll see boundaries being pushed to outer space with the new consoles in development, but considering the consoles being five graphical generations behind the PC, in my opinion they've managed to perfect compression and perfect visuals to their limits.
EVEN though naugtydog say they still got more to give.
[QUOTE=ArakanI;38650048]It's a 1k texture, but thats really too small for a render like that. The textures dpi are way lower the the final renders dpi.[/QUOTE]
I think you managed to pull it of quite nicely though :)
[B]Side note:[/B] I just want to say that I'm only speaking my mind, I have no reference to back up my claims.
Ye you are still taught to use textures mostly at 512x512 sadly.
we're always told to use 1024x1024 at uni
That's sad because I get to use 8k textures for real time assets.
[editline]30th November 2012[/editline]
[QUOTE=Domino;38650237]The reason for this is probably because of the memory limits of the hardware, if one are to produce games for PS3, you have a 256 mb memory limit, since the PS3 only have 256 mb available for graphics. so you really have to compensate with what you need.
You don't need 1K texture on something so small.[/QUOTE]
It's funny because Planetside 2 is a PC exclusive.
I'm tired of these ancient console budgets.
[QUOTE=nVidia;38649644]256 for a first person model? Seriously, we're not in the 90's anymore, you can easily use a 1k texture and have the engine decrease it according to the graphics settings.[/QUOTE]
a good way to save on memory and still get a lot of detail is to do something like a 512 diffuse 256 spec 1024 normals
or 1024 diffuse 1024 normals 512 spec.
[QUOTE=nVidia;38650751]That's sad because I get to use 8k textures for real time assets.
[editline]30th November 2012[/editline][/QUOTE]
Yeah but you're making benchmarks, right?
I haven't made a final texture larger than 1k yet.
[QUOTE=nVidia;38650751]
It's funny because Planetside 2 is a PC exclusive.[/QUOTE]
It's an online game with huge environments it's not the same as making COD or whatever and requires a lot more resources to run properly. But yeah the textures seem to be incredibly blurry in that game.
[QUOTE=ben_lind;38652043]Yeah but you're making benchmarks, right?
I haven't made a final texture larger than 1k yet.
It's an online game with huge environments it's not the same as making COD or whatever and requires a lot more resources to run properly. But yeah the textures seem to be incredibly blurry in that game.[/QUOTE]
Isn't that what graphics settings are for? Or then they don't want the game to be as large in size to reduce bandwidth costs
[QUOTE=ben_lind;38652043]But yeah the textures seem to be incredibly blurry in that game.[/QUOTE]
Don't forget that the Planetside 2 assets are pretty darn gigantic in relation to the player.
Personally I don't think I've ever used a texture larger than 2048x2048 for anything serious, but I'm sure there are uses for such large maps if you can spare the memory.
[QUOTE=fewes;38653175]Don't forget that the Planetside 2 assets are pretty darn gigantic in relation to the player.
Personally I don't think I've ever used a texture larger than 2048x2048 for anything serious, but I'm sure there are uses for such large maps if you can spare the memory.[/QUOTE]
I understand the huge parts are blurry but not why the weapon view model is.
i've used a 2048 for OF2 but nothing larger so far.
honestly at the point at which one would start going over 2k it's getting down to fine detail stuff and most of that can usually be done with tiling textures that are added in the shader. a good example of what i mean would be doing the threads of clothing: just slap a tiling texture that adds to the normals and maybe diffuse/spec and mask it off with a low res mask to just affect the clothing you want.
[QUOTE=ArakanI;38645687]It looked worse with the HDRI that comes with Modos content pack. And the renderer in Modo dosn't do anything special that other renderers doesn't. I just prefer it because it has a render preview window.
Edit: With one of the outdoor HDRIs:
[IMG]http://nukeaduke.com/img/m67HDRI.jpg[/IMG][/QUOTE]
Only thing that makes it obvious is the hard edges on the sphere.
Is it possible to crank up the polys there or is it too many polys already?
[QUOTE=nVidia;38653009]Isn't that what graphics settings are for? Or then they don't want the game to be as large in size to reduce bandwidth costs[/QUOTE]
Indeed. Also I suppose it's also quite problematic to have everything working smoothly if all assets are enormous chunks of data.
[QUOTE=nVidia;38649644]256 for a first person model? Seriously, we're not in the 90's anymore, you can easily use a 1k texture and have the engine decrease it according to the graphics settings.[/QUOTE]
I think you're somewhat misunderstanding what I meant. I didn't think anything higher would actually really be necessary for the amount of detail it has.
I tried dDo on my gun. I like my texture better but it generated some really nice specular effects that I'm gonna try to merge with my current specmap. It's really cool
[IMG]http://i.imgur.com/c1Iy6.jpg[/IMG]
[QUOTE=ArakanI;38645015]Imported the model into Modo and gave it a proper rendering using the very same materials as i used in Marmoset(used the spec map for reflections):
[IMG]http://nukeaduke.com/img/m67Modo.jpg[/IMG][/QUOTE]
Holy facking shit!
Any chance of a Modo rendering tut? I'm gonna DL it now.
That thing looks godlike.
[QUOTE=SCopE5000;38663760]Holy facking shit!
Any chance of a Modo rendering tut? I'm gonna DL it now.
That thing looks godlike.[/QUOTE]
Modos renderer is no different from any other renderer.
I simply used three polygon planes with an luminous material placed on each side of and behind the model, changed the environment color too black, turned on Global Illumination and cranked up the sample settings.
Model/texture wise I just used the diffuse texture for color, the specular texture with the gloss as alpha as reflection color and Fresnel reflection, the normal map texture as normal map(duh) and turned up the reflectivity too a level of my liking(200%).
The same thing can be done in any renderer, I just use Modo because of the render preview, which allow you too see a preview of your final image.
It looks like this(this is after one second of preview rendering):
[IMG]http://nukeaduke.com/img/RP1.jpg[/IMG]
And this is after ten seconds:
[IMG]http://nukeaduke.com/img/RP10.jpg[/IMG]
If you let it continue it will reach a result just as good as the final render.
dDo looks great but I'm afraid people would start just using the preset materials instead of creating unique color-schemes through experimentation for their models.
im gonna use my own texture library in it so it produces stuff based only on my own content
[editline]1st December 2012[/editline]
also from what i've seen with it and how i've used it, it really should be used as a base instead of an end result
[QUOTE=ArakanI;38664752]Modos renderer is no different from any other renderer.
I simply used three polygon planes with an luminous material placed on each side of and behind the model, changed the environment color too black, turned on Global Illumination and cranked up the sample settings.
Model/texture wise I just used the diffuse texture for color, the specular texture with the gloss as alpha as reflection color and Fresnel reflection, the normal map texture as normal map(duh) and turned up the reflectivity too a level of my liking(200%).
The same thing can be done in any renderer, I just use Modo because of the render preview, which allow you too see a preview of your final image.
It looks like this(this is after one second of preview rendering):
[IMG]http://nukeaduke.com/img/RP1.jpg[/IMG]
And this is after ten seconds:
[IMG]http://nukeaduke.com/img/RP10.jpg[/IMG]
If you let it continue it will reach a result just as good as the final render.[/QUOTE]
That's what I meant by a great renderer, sure every other renderer allows you to get similar results with more or less work but I really like the modo renderer because of the preview window and being extremely intuitive when it comes to creating materials, and being able to see what changes what on the fly is really helpful.
Mixed the dDo specmap with my own specmap plus my own color map and it turned out pretty good. Although Marmoset makes everything look amazing haha
[img]http://24.media.tumblr.com/tumblr_mecbthHVFa1qecw2lo1_1280.jpg[/img]
[img]http://24.media.tumblr.com/tumblr_medgehhKrk1qecw2lo1_1280.jpg[/img]
[QUOTE=TH89;38668416]Mixed the dDo specmap with my own specmap plus my own color map and it turned out pretty good. Although Marmoset makes everything look amazing haha
[img]http://24.media.tumblr.com/tumblr_mecbthHVFa1qecw2lo1_1280.jpg[/img]
[img]http://24.media.tumblr.com/tumblr_medgehhKrk1qecw2lo1_1280.jpg[/img][/QUOTE]
I think that the grip could have a darker colored spec map.
Like this:
[IMG]http://nukeaduke.com/img/dGrip.jpg[/IMG]
Yeah, I'm still trying to get the materials right. My reference doesn't show much difference in color between the grip and the rest of it (although the grip does look duller). I might need to figure out how to make a gloss map.
[IMG]http://i.imgur.com/MvRWN.jpg[/IMG]
[QUOTE=TH89;38669143]Yeah, I'm still trying to get the materials right. My reference doesn't show much difference in color between the grip and the rest of it (although the grip does look duller). I might need to figure out how to make a gloss map.
[IMG]http://i.imgur.com/MvRWN.jpg[/IMG][/QUOTE]
Gloss goes into spec alpha, if you're using marmoset.
Besides just random Google image searches, what particular websites do you guys use for reference photos of things like weapons and other objects?
[QUOTE=kaine123;38670548]Besides just random Google image searches, what particular websites do you guys use for reference photos of things like weapons and other objects?[/QUOTE]
If I have no idea what so ever to model: [url]http://www.google.com/[/url]
If I know that I want to model a weapon: [url]http://world.guns.ru/index-e.html[/url]
But most of the time I just Google around for a while, and ill eventually find something worth modeling.
[b][/b] ([url=http://p3d.in/72Nga]View in 3D[/url])
[url=http://p3d.in/72Nga][img]http://p3d.in/model_data/snapshot/72Nga[/img][/url]
Based on the rifle thingy in [URL="http://25.media.tumblr.com/tumblr_maxqhiSOcN1rv17uqo1_1280.png"]this image[/URL].
The concept is by [URL="http://facepunch.com/member.php?u=537415"]Sprockethead[/URL].
I just started on it.
looks absolutely nothing like it
[QUOTE=kaine123;38671995][b][/b] ([url=http://p3d.in/72Nga]View in 3D[/url])
[url=http://p3d.in/72Nga][img]http://p3d.in/model_data/snapshot/72Nga[/img][/url]
Based on the rifle thingy in [URL="http://25.media.tumblr.com/tumblr_maxqhiSOcN1rv17uqo1_1280.png"]this image[/URL].
The concept is by [URL="http://facepunch.com/member.php?u=537415"]Sprockethead[/URL].[/QUOTE]
your normals are fucked up on the...wood?
and what doggy said
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