Author : jdvi


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keizza's Avatar
Old (#1)
hi all. i used to work for a game company. however, i did "a little bit of everything". right now i'm making some high res chars. my question is this. how do you guys set up your textures. i know you split it up like so: head/1 map, body/1 map. but what are appropriate sizes these days? is diffuse, bump, spec all i really need to concentrate on?

i'm not really shooting for these chars to be "in game". i just want some models that look really pimp.

thanks for your help.
Offline , triangle, 273 Posts, Join Date May 2005, Location chicago  
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MoP's Avatar
Old (#2)
1024x1024 textures are pretty standard for characters these days. Good for getting lots of detail into a bump/normal map too.
Offline , MoP, 11,603 Posts, Join Date Oct 2004, Location London, UK  
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KDR_11k's Avatar
Old (#3)
For hires (hipoly) I've heard that 4096x4096 (or 3000x3000 or something, doesn't require power of 2) is standard texture resolution...
No deity could fill any of our requirements if handicapped with existence. -Ambrose Bierce, The Devil's Dictionary
Offline , veteran polycounter, 4,550 Posts, Join Date Oct 2004, Location Peine, Niedersachsen, Germany, Europe, Sol 3, Milky Way  
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Keg's Avatar
Old (#4)
kdr: For film maybe, but quite alot of the time you can get away with 1024 or 2048 at most. unless you're doing poster size renders you don't need 4096x4096 resolution. Personally I lean towards 2048 for high res characters cause it gives you a good level of detail and you can get fairly close before the texture resolution shows.
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Offline , dedicated polycounter, 1,396 Posts, Join Date Jul 2005, Location Vancouver, BC  
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keizza's Avatar
Old (#5)
thanks for the responses guys. i'm also wondering this. where i worked....we still painted in highlights and such. i don't really see people do this anymore. does anyone know a really good texturing tutorial that's NEW? i see all these super realistic models on peoples websites and stuff. but i'm having trouble finding a good tut on one. all the texture tuts i find are kinda old.

thanks again!
Offline , triangle, 273 Posts, Join Date May 2005, Location chicago  
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Prs-Phil's Avatar
Old (#6)
you might want to work with 2048 x 2048 and then scale down to 1024. No, not becaue I´m a beliver of subpixels [img]/images/graemlins/wink.gif[/img] but you never know what may be needed for promo, poster, addon or simply a longer devcycle wich regards the possibiltie that when the game is released the higher texres will be standard.
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Offline , triangle, 465 Posts, Join Date Dec 2004, Location UK, Leeds  
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King of Daveness's Avatar
Old (#7)
For film stuff I still keep textures no bigger than around 1024, sometimes 2048... but ALWAYS a power of 2. I used several maps to describe complex creatures instead of one biiiiiig one. This allows me to work fast and see seams. Phil is bang on, if you have the mem... double away.. you will get much better aliasing if you let the computer do it!
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Offline , triangle, 325 Posts, Join Date Jan 2005, Location Sydney, Australia  
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