But, poly count must be more heavy on the engine, than texture size, no? And, correct me if I'm wrong, but doesn't the engine use smaller textures when zoomed out? I mean, when saving DDS files in Photoshop, you get the option to save a set of scaled versions of the same texture, so when zooing out, the game shouldn't be using the high res 1024 tex, but rather a 64 or 32 version? Otherwise, what is the point of that feature?
SEE Azog - The Defiler
#61
Posted 16 June 2014 - 08:38 PM
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#62
Posted 17 June 2014 - 06:43 AM
The point is it is irrelevant. This isn't an RPG here, so 1024 is already exceeding the standards. Going any higher is merely a waste of file space and effort (in some cases, some people texture better in very high res). But still, down scaling to a suitable size would be best for everyone.
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"Old modders never die, they just fade away" ~ Hostile
#63
Posted 17 June 2014 - 08:51 AM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#65
Posted 17 June 2014 - 02:00 PM
Yes, but I still wonder.... doesn't the game scale the textures when you zoom out? Or was "it's true" an answer to that question?
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"Do not come between the Nazgûl and his mod!"
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#66
Posted 17 June 2014 - 09:56 PM
It's true polies count more than texture size. As for the scaling, I'm not sure they do. They might, of course, but I don't know how to confirm it. I just like to optimize where possible. Keep a copy of the original files, and you'll have nothing to lose.
Because seriously, for a unit the size of Azog, 1024x1024 won't be significantly better than 512x512. Despite this, it's 4 times larger both in resolution and filesize.
The 4th Age version 0.8 has been released: Link
#67
Posted 17 June 2014 - 09:59 PM
Well, it's a quick fix in PSD to lower resolution if needed =)
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#68
Posted 18 June 2014 - 06:23 AM
They don't optimize in BFME. I tried 2048 textures with mipmaps, and it only ever displayed the 2048 one. Which is bad, because BFME uses bicubic rather than bilinear resizing so it lost most of its details.
"Everyone's a hero when there's nowhere left to run."
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#69
Posted 18 June 2014 - 06:53 AM
Oh. It doesn't use mipmaps? =O
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#70
Posted 18 June 2014 - 02:28 PM
Then... why do the DDS have mipmaps??
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#72
Posted 18 June 2014 - 04:36 PM
I tried 2048 textures with mipmaps, and it only ever displayed the 2048 one.
How do you know that, for sure? I mean, how did you test/measure it?
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"Do not come between the Nazgûl and his mod!"
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#73
Posted 18 June 2014 - 06:49 PM
I put it in game, and upon zooming, it kept the same blurred look as the zoomed out version.
"Everyone's a hero when there's nowhere left to run."
- Auxiliary Skarn, 2333rd Cohort
#74
Posted 23 August 2014 - 10:07 PM
Rolled back to this prominent caracter, for some polishing. Bigger head, longer neck, more muscles on shoulders and chest... Now I am 100% happy with him. Too bad though if it wont rig so good. I hope Lurtz SKL will fit =)
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"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#75
Posted 03 May 2015 - 12:47 PM
This looks truly amazing!
#76
Posted 03 May 2015 - 01:18 PM
Thank you Haldir. This was my second model I ever made, after the Great Goblin, so I was still a novice at zBrush. But after having rolled back for some polishing, I'm very happy with the result. The rigging for the anims was not as good though, but I have some ides on how to improve that.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#77
Posted 04 May 2015 - 12:25 PM
Thank you Haldir. This was my second model I ever made, after the Great Goblin, so I was still a novice at zBrush. But after having rolled back for some polishing, I'm very happy with the result. The rigging for the anims was not as good though, but I have some ides on how to improve that.
You really can't tell this was only your second model. It looks so detailed and accurate. The same goes for the Great Goblin. I'm very curious how Azog eventually will look in the game.
#78
Posted 04 May 2015 - 01:16 PM
Me too. Hopefully it will be soon =)
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#79
Posted 04 May 2015 - 01:58 PM
Can't wait
Edited by HaldirOfLorien, 04 May 2015 - 01:59 PM.
#80
Posted 29 May 2015 - 11:10 AM
Naz I bought polygon crusher, so if you want lower polys send them to me and l'll do it. Unfortunately couldnt find any other way of getting this tool, but its worth the $$ 4 sure. The standard max optimize is complete shit by comparison.
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