Upcoming Models #2
Re: Upcoming Models #2
Shaders in game are the product of your shader maps (norm/spec). Look that stuff up because I'm not explaining on my iPad lol.
Re: Upcoming Models #2
Oh well I got it now
I just made a translation mistake.

Tennis, Basketball and Baseball all requires one ball
Motocross requires two!
Motocross requires two!
Re: Upcoming Models #2
what if I use 4k maps instead of 2k ? What sets the size ? Is there a limit and I dont mean performance wise
Tennis, Basketball and Baseball all requires one ball
Motocross requires two!
Motocross requires two!
Re: Upcoming Models #2
As long as the map is 2^x * 2^x then its fine aka, 8192 x 16384 would also work, its just that you will probably need 12 Gtx780s in SLI to display it in real time. Point is, the more pixels the map the better the detail, or of course, just make the uv for that area bigger.
98% of people WILL disagree with me on this but if you want proper detail, 4k x 4k is the way to go, assuming you actually use that detail. Also do not underestimate 4k x 2k.
Cheers
98% of people WILL disagree with me on this but if you want proper detail, 4k x 4k is the way to go, assuming you actually use that detail. Also do not underestimate 4k x 2k.
Cheers
Re: Upcoming Models #2
so the reason no one actualy uses 4k x 4k is the performance .... ok. Well I would agree with you on the detail level of 4k maps
Tennis, Basketball and Baseball all requires one ball
Motocross requires two!
Motocross requires two!
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Re: Upcoming Models #2
OK, I'm not sure if this is the right spot to post this, but I'm just gonna ask it.
---(This is probably just YOUR choice, and what you like the most to do, but I just want to know)---
How do you guys shape the bike, and then especialy the shrouds?
Do you use the FFD 4x4 modifier or anything similar to that? Or do you just shape it manualy. I've been trying different things now, and I kinda love the FFD 4x4 modifier.
---(This is probably just YOUR choice, and what you like the most to do, but I just want to know)---
How do you guys shape the bike, and then especialy the shrouds?
Do you use the FFD 4x4 modifier or anything similar to that? Or do you just shape it manualy. I've been trying different things now, and I kinda love the FFD 4x4 modifier.
2013 EMF outdoors 2nd place overall
2013 MxSCentral outdoors 2nd place overall
2012 EMF outdoors 2nd overall
2012 SMA sx 2nd overall
2011 SMA outdoors champion

2013 MxSCentral outdoors 2nd place overall
2012 EMF outdoors 2nd overall
2012 SMA sx 2nd overall
2011 SMA outdoors champion

Re: Upcoming Models #2
I shape it manualy and for that I need a top angle shot of the bike 

Tennis, Basketball and Baseball all requires one ball
Motocross requires two!
Motocross requires two!
Re: Upcoming Models #2
2048x2048px should be more than plenty IF mapped properly (MXvsATV uses 1024x512px x2). The majority of the current bike and rider models out there have huge gaps (black areas) in between parts (waste of space/px) which causes the level of detail to be lower.attacker5 wrote:As long as the map is 2^x * 2^x then its fine aka, 8192 x 16384 would also work, its just that you will probably need 12 Gtx780s in SLI to display it in real time. Point is, the more pixels the map the better the detail, or of course, just make the uv for that area bigger.
98% of people WILL disagree with me on this but if you want proper detail, 4k x 4k is the way to go, assuming you actually use that detail. Also do not underestimate 4k x 2k.
Cheers
4096x4096px is overkill for 1 rider or 1 bike if you ask me (based on personal experience with texturing).
Re: Upcoming Models #2
As far as I know the game scales the texture down, mipmapping works kinda like lods, the farther away you are the smaller the res is. Or you can just turn your texture res down. So it shouldn't take much if any performance hit. I wouldn't take my word for it, but thats how I think it works.Kording wrote:so the reason no one actualy uses 4k x 4k is the performance .... ok. Well I would agree with you on the detail level of 4k maps
Heres a nice table for texture res

Hi
Re: Upcoming Models #2
4k is overkill but back in 1997 1k maps were used, it does not mean we have to stay there, and yes I agree, the are gaps and its pointless, but as I said, if it is used properly, the detail you can get in a 4k or a 4 x 2 is incredible.
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Re: Upcoming Models #2
i keep seeing the best modelers in the game post in here..thinking there was a new model about to be released..biggest let down of my life...
BEST PLACE ON EARTH? Matt James: Out of Vanderlees blast zone
WORST PLACE ON EARTH? Matt James: In his blast zone
WORST PLACE ON EARTH? Matt James: In his blast zone
Fro wrote:Morin is right.
T-RIDER wrote:i turned my bars this weekend... shit myself and turned em back staight away.
Re: Upcoming Models #2
+1honda boy 326 wrote:i keep seeing the best modelers in the game post in here..thinking there was a new model about to be released..biggest let down of my life...
Re: Upcoming Models #2
I used 4k x 2k maps for my recent gear, and I haven't noticed a performance issue at all. Same as Boblob said, the game scales it down, that is why it needs to be at a power of 2 that way it can scale it in half. I've heard though that some game engines have a hard time rendering rectangular maps and that they also can effect performance compared to a square map. I don't know if that is the case with mxsim though.
Re: Upcoming Models #2
Man, I have noticed. And for me the difference is huge between yours and other gears, sometimes can't even use it because of the lag with certain settings. But the difference on how it looks is huge as well.
Anyway I'm not whining because I built my PC about four years ago and I just need to accept that and lower the settings.
Anyway I'm not whining because I built my PC about four years ago and I just need to accept that and lower the settings.
Re: Upcoming Models #2
Really? Huh no one else had any problems. I can't remember what setting you have to change in the graphic settings but if you turn it down by one it should put the texture size to a normal 2k x 1k map size.