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Posted

Hi, i'm having a mapping problem and i don't know which way is the best way to do it.

 

First of all i intend to map a 3D model and i want it to be very detailed(to be able to see the rivets). One way to do this is to make several textures(2048X2048 for example), but this way having the disadvantage of difficult painting. Another way is to make only one texture at a higher resolution, let's say 8192X8192, the equivalent of 16 textures of 2048X2048, but with better results in easy painting.

 

My question is how is it better, making a 16 textures (2048X2048 - resolution) model or a single texture model(8192X8192 - resolution) where you can have all the parts together? How does the sim run in the second way?

Posted

16 2048 textures is overkill. The type of unwrap depends greatly on the model itself. If you are talking about aligning a nosecone to a fuselage, that will be the same whether a single texture or multiple because you should not unwrap the two pieces in the same way since their base shapes are different. Within the Max unwrap editor, you can create a checkered pattern to help you align the multiple objects.

 

The sim runs the same way whether an object has multiple textures or a single texture

Nevada map contributer

EDM Modeling tools FAQ:

http://forums.eagle.ru/showpost.php?p=1418067&postcount=1

Seo libh a chairde is chanadh liom. Líonaigí'n oíche le greann is le spórt. Seo sláinte na gcarad atá imithe uainn. Mar cheo an tsléibhe uaine, iad imithe go deo

Posted

Think in terms of "texture weight." With properly compressed DDS textures, a "primary" model might be around 200mb, but a less important model would be more like 100. ED's MiG-31 is a great example of a high-detail model that's very efficient with texture use.

Posted (edited)
16 2048 textures is overkill

 

why Zach ?

the warthog model uses

12*2048 default textures

12*2048 specular textures

3*1024 textures for pilot, cockpit and ejection seat

these textures are always visible when the player goes external view

 

 

+ other textures for: damage, lights, glass etc.

glass texture is always visible as well but others only in certain cases

so these textures all are more than 25*2048x2048 textures :shocking: which is 70mb

Edited by NRG-Vampire

sign-pic4.jpg

Posted

there is something i'm missing here.. my problem is that if i'm using let's say 12 2048X2048 textures you can barely see the rivets. how does ED map its models i can't imagine but i'd really like to know. One more thing, what are the benefits of .dds files instead using .bmp?

Posted (edited)
there is something i'm missing here.. my problem is that if i'm using let's say 12 2048X2048 textures you can barely see the rivets. how does ED map its models i can't imagine but i'd really like to know. One more thing, what are the benefits of .dds files instead using .bmp?

 

Honestly; if you can barely see the rivets at 12x 2048 I have bad news. You're doing something wrong ;)

Take a look at the MilViz F-86 Sabre. It is at 9x 2048 textures: http://asn.aerosoft.com/wp-content/uploads/2012/12/milviz_f86_sabre/08.png

 

We're using 6x 4096 for the MiG-21BIS.

 

.dds allows you to utilize mip-maps, which can reduce both bluriness and shimmering at distances further away from the camera.

Utilize the point filter with a "Medium Sharpening" in the sharpening rollout of the nVidia PSD plugin export.

Edited by Cobra847

Nicholas Dackard

 

Founder & Lead Artist

Heatblur Simulations

 

https://www.facebook.com/heatblur/

Posted

maybe i'm scaling wrong the rivets. What is the diameter of a rivet in F-16 for example? I'm having mine at 8 mm, and one rivet has about 8X8 pixels from a texture sheet..

Posted
maybe i'm scaling wrong the rivets. What is the diameter of a rivet in F-16 for example? I'm having mine at 8 mm, and one rivet has about 8X8 pixels from a texture sheet..

 

Don't meddle with real-world unit sizes and things like sizes of rivets. You need to make artistic decisions based on available resolution and graphical fidelity, but most importantly: overall artistic impression.

 

We are building representations of real-world aircraft. If you tried to use real-world measurement for all things within 3D & 2D Art, you'd end up with a worse looking end product. :)

 

8X8 Pixels seems more than enough to get the correct amount of details. Most of my rivets are likely around 5x5px.

Nicholas Dackard

 

Founder & Lead Artist

Heatblur Simulations

 

https://www.facebook.com/heatblur/

Posted
why Zach ?

the warthog model uses

12*2048 default textures

12*2048 specular textures

3*1024 textures for pilot, cockpit and ejection seat

these textures are always visible when the player goes external view

 

I'm not sure what kind of model he is talking about so I used a conservative answer and I was not including spec/ normal/ or bump map in my "16 is overkill" statement. I figured he was talking about 16 diffuse textures considering he was talking about combing them into a large one.

Nevada map contributer

EDM Modeling tools FAQ:

http://forums.eagle.ru/showpost.php?p=1418067&postcount=1

Seo libh a chairde is chanadh liom. Líonaigí'n oíche le greann is le spórt. Seo sláinte na gcarad atá imithe uainn. Mar cheo an tsléibhe uaine, iad imithe go deo

Posted
I'm not sure what kind of model he is talking about so I used a conservative answer and I was not including spec/ normal/ or bump map in my "16 is overkill" statement. I figured he was talking about 16 diffuse textures considering he was talking about combing them into a large one.

 

i was talking about 16 diffuse textures, you understood well.

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