View Full Version : Ideal Resolution for High Quality Head Mapping
StormCloudSeven 12-07-2010, 06:58 PM A very basic question for my first attempt to map a head. Around how big should the map be in order to achieve a high quality result, preferably detailed enough to show the pore bumps. Im creating a Final Fantasy character and if it helps you to visualize, im going for the cinematic quality, not the in game graphics. (although the recent FF13 game has very nice in-game mapping textures o.o)
Thx in advance!
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leigh
12-08-2010, 12:47 PM
It depends on what size you're going to be rendering at, and how big it will appear in frame.
StormCloudSeven
12-08-2010, 07:15 PM
Ahhh I see.
Well I am planning on rendering the final images in 1280x800 images, and the closest distance between the camera and his face would probably be about like 2 feet, like this following picture:
http://media.photobucket.com/image/final%20fantasy%20versus%2013/archievanaguilar/Wallpaper/FFXIII_Versus_WP_by_Hallucination_W.jpg
Here is a "making of" video showing the recent Final Fantasy XIII game and how detailed one of the character was done in terms of mapping. They did a very close zoom in on the skin of the face and lips, which I believe was their game-play model. Even so, the detail of mapping and bumps is very nice at that close-up, so around what resolution would you guys say that female character had on her face?
http://www.youtube.com/watch?v=AlhfHFnwGzQ (This is the video, skip to 3:22 for the actual demonstration)
leigh
12-08-2010, 09:05 PM
If you're going to be rendering at that size, then ensure your head texture is at least 2k, but 4k would be better because it would give you more flexibility in the long run. I can't really comment on the video because if that is a game model, then I'm afraid I don't really know much about gaming texture standards.
BldRnr
12-11-2010, 03:24 PM
Leigh is right about the file size.
As for game textures tend to be much lower 1024 x 1024 would usually be for the whole character or even lower.
It is a very specialized way of mapping.
They depend more on normal mapping to get the higher end in game detailing with out the memory hit of large textures.
But for in game cinematics they use film quality texturing
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