PDA

View Full Version : Texture res for lo-poly model?


locutis
01-31-2004, 06:05 PM
Greetings all, I b nu 2 3d and CG. I have a general question about texture map resolutions. In games using main characters with a poly count of 3,000 or less what texture map resolutions are mostly likely used? I've heard 256x256 or maybe 512x512. Is this true?

Thanks to all!

Locutis

EricChadwick
02-02-2004, 03:28 PM
3000 triangle character would usually use a 512x512 for the whole character. Some games advocate two textures, a 512 for the body and a 256 just for the head.

Here's a good example, although this guy is probably around 1500 tris.
http://www.bobotheseal.com/images/mods/q3f/engineer-final02.jpg

locutis
02-02-2004, 05:30 PM
Thank you Posm, that information is helpful. The example you linked to really demonstrates what's possible with lo-res characters and good maps. You have my gratitude!

Locutis

EricChadwick
02-03-2004, 08:49 PM
Yeah, BoBo has some beautiful work, definitely a good artist to emulate.

Here's another example I saw recently, digging around his temp folder. Shows the difference between texture resolutions, just how much can be achieved.
http://www.bobotheseal.com/temp/help_files/engineer_res_example.jpg

More good examples worth digging out are the Quake III skins that come with the game. Very nice quality using just 128s for the heads, 256s for the bodies. Uriel is an amazing texture sheet.

locutis
02-04-2004, 12:41 AM
Very cool!! I have trouble seeing the difference between the two resolutions. Except perhaps that the lower is just slightly blurry. But all the details seem to be there. Amazing! Definitely going to use his work as a standard to shoot for.

I don't understand, though, how a single geometry (model) can have multiple maps. I thought a model could only have one shader (and one map per shader), but I'm a rookie so I don't know much.

Thanks posm!!

EricChadwick
02-04-2004, 02:53 PM
You're welcome. When I was starting out, I got a lot of great tips by asking others. Might as well share now that I know some things too.

Anyhow, the number of maps depends on the game. It is preferrable to use as few maps as possible.

Good lead artists will figure out what texture memory/fill rate/vertex budget they have for characters vs environments vs props, then direct their artists in building to that spec. But often artists end up re-creating assets a few times during the course of a project because the engine tends to be a moving target. The technology usually is in constant development, so it can be difficult to see your artwork in context, to see what tradeoffs are needed.

I put some more info here about vertices, how the number of shaders/smoothing seams/UV seams you use on a model affects vertex count, which affects rendering speed...

Polygon or triangle count? (http://www.cgtalk.com/showthread.php?s=&threadid=99971)

Games modeling - some rules of the trade. (http://www.cgtalk.com/showthread.php?s=&threadid=112189)

Hope this helps.

locutis
02-04-2004, 06:21 PM
Excellent information posm. Many, many thanks! It's great that there are people like you for us newbies to ask the, sometimes, dumb questions without getting raked over the coals by the more experienced people.

I was referred to this site by someone in the game industry who spoke very highly of it. I'm glad now that i took the time to check it out. I've not always had such good fortune with forums.

Your humble servant
Locutis

EricChadwick
02-04-2004, 10:08 PM
You're welcome.

A couple other forums that might be worth digging around in...
http://dynamic.gamespy.com/~polycount/ubb/forumdisplay.cgi?action=topics&forum=2D+and+3D+Discussion&number=8
http://www.cgchat.com/forum/forumdisplay.php?forumid=58
Besides of course the other forums here on CGTalk.

Paul Jaquays has some helpful links on his site.
http://gameart.jaquays.com/texture_resources.html

locutis
02-05-2004, 05:02 AM
More great info!! Hours of helpful reading. Thanks for such useful links!!

CGTalk Moderation
01-17-2006, 08:00 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.