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Old 01-04-10, 03:57 PM   #5
flakmonkey
Grey Wolf
 
Join Date: Jul 2006
Location: Staffordshire, Uk
Posts: 944
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Quote:
Originally Posted by DivingDuck View Post
Hey FM,
  1. how many polys does the complete compartment have?
  2. how many different textures do you use, if they are already in place?
    • do you think you can use the actual (stock, GWX, whatever) typeVII texture maps, so as to not introduce new maps and not to increase the size of the *.dat further
  3. how many shadowmaps have you created for the compartment?
Regards,
DD
1, around 360`000 when triangulated (i seem to remember when i exported the viic control room model from sh3 it was upwards of 500k so by comparisson it aint too bad.) I could still cut that down a bit if i loose some of the silly details like coffee cups/oily rags and other unimportant stuff, the dent in that bucket is costing me an extra 20 polys!!!

2, right now im using half a dozen 4096*4096 maps, but when its ready for the game it should be just 2 or 3 1024*1024s.

3, Im still texturing so havent started baking shadows just yet but im thinking just a single big one for the entire room, 2048*2048, i figure its better than having 5 or 6 smaller maps.


Is it possible to import the whole room as a single mesh? I dont like the way sh3 seems to do it by breaking the room model up into lots of small parts, is that really necesarry?
Cant i just have one large obj file with the whole room that uses 2 or 3 textures and then a seperate uv2 mesh where the whole room and all its contents have just a single uv map and a lghtmap texture?


I`ll post some pics when im done texturing, not looking bad concidering im using pretty much 6 variations on generic rusty green metal!

+ Im having a little too much fun animating those engines, i know i cant use mayas keyframe animations in game but i still couldnt resist.
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