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wolgade wrote:Looks quite convincing. Did you use a procedural texture to create the bumps? Did you get away with the standard (2048x2048) resolution?
wolgade wrote:I would have guessed, that you needed more resolution for details. Nice to know. And how did you do it? Bake a procedural texture?
o4saken wrote: ... if your now object is still using the 1024x1024 defuse texture, but you create a 2048x2048 normal map, it will map the 2048x2048 exactly the same as the 1024x1024... this means that although the skin texture is standard 2048x2048, i can work with a larger image for the normals details and it will map correctly.
using the Plane Area Formula of: h x w = A
ax + by + cz = d
where each variable assigns the plotting point for each pixel
gaiha wrote:Not a procedure I would do myself, as doubling the map size from 1024 => 2048 will exponentially consume a larger amount of your video cache, just to render that single image. Standard practices dictate image resolutions of 512 x 512 px in *.jpg format work best on MOST machines. if you consider the mathematics behind this...
gaiha wrote:512 x 512 => video cache benchmark and best practice.
h=512, w=512, then A= 262144 px
1024 x 1024 => has 4X the number of pixels than 512 x 512
h=1024, w=1024, then A=1048576 px
2048 x 2048 => has 16X the number of pixels than 512 x 512
h-2048 w=2048, the A=4194304
Therefore - your hardware has fewer resources available to render everything else in your model.
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