maclean opened this issue on May 22, 2003 ยท 14 posts
maclean posted Thu, 22 May 2003 at 7:03 PM
I'm making some textures for a room pack and need some info. I have the windows and doors mapped and I'm applying texs of 1024 (width), which gives very good quality. But, to get the same quality on the walls, I need to use at least 2048 (width). So, I made 6 wallpapers today, saved them out of photoshop as jpegs at compression=8, and they total just under 3 megs. These are just trials and I would do the final ones using PS 'save for web', which I find to be the best. What I want to know is, does anyone has good advice on compression values? And when does hi-rez become overkill? To me, 2048 isn't that big. But if I add 20 texs, we're talking a fair amount of space in the end. I'm not going to lower the map size, but I'd be interested in any free or cheap ways of doing it better. TIA mac
LaurieA posted Thu, 22 May 2003 at 8:10 PM
You're doing what I'd be doing :o). I usually "save for web" at at least 80% or higher to avoid artifacts. When you use jpegs, there's just no getting around artifacts. Laurie
Jaager posted Thu, 22 May 2003 at 8:53 PM
Is there any way your wall could be textured by a tile? P5 will tile for you, but for P4 you can use UVM to do it. It is a way to get HiRes at low cost.
umblefugly posted Thu, 22 May 2003 at 8:55 PM
When mapping a model, I usually blow up the template size and save the model so when I texture it my textures will repeat the amount of times the mesh has been resized...that way I can use smaller sized textures and still have them look hi-res in a render.
Spit posted Fri, 23 May 2003 at 12:09 AM
Remember that the size of the texture on disk as a jpg is much smaller than in memory where it's blown up to all its pixels. 20 textures on a model may tax many systems if the textures are large pixel-wise.
tasquah posted Fri, 23 May 2003 at 12:43 AM
Yah what spit said. Posers going to uncompress it and convert it in to a BMP or what ever and stick it in memory. So if you have 3 or 4 or more in one scene and a v3 with hair and clothing your talking serious memory allocation. Not to mention bump maps. I try to stick to a 800 x 600 size image for textures for stuff like this . Anton says anything over 7 compression is a waste of space. How many texture maps are we talking about being loaded on the OBJ maclean ? I mean all the windows and walls and what have you's. What kind of poly count is your total mesh at ? I am really not one to talk about this though heck i am working on a simple prop with 1600 X 1200 textures maps.
RHaseltine posted Fri, 23 May 2003 at 6:27 AM
Would it save memory if you split the walls into sections and then, by default, repeatedly applied the same texture to each, or would Poser assign RAM for each instance of the map? The problem with tiling is if the user wants to do something different with one part of the object - say for a "having the decorators in" scene with some wall papered and some still bare plaster.
RHaseltine posted Fri, 23 May 2003 at 6:27 AM
"some wall papered and some still bare plaster" AKA Naked temple with a Vicky....
SAMS3D posted Fri, 23 May 2003 at 8:52 AM
I would do what you are doing...Sharen
maclean posted Fri, 23 May 2003 at 2:48 PM
OK. Thanks for the replies everyone. First, I need to explain something. The room model CANNOT be remapped, nor can I tile it. I've invented a system where you can place all the different-sized doors and windows in any one of 6 positions on each wall.... and still get perfect, seamless texturing. This is practically the whole point of my pack. You can choose a door/window figure, decide where you want to put it, mix and match them all over the room, apply a texture and... hey, presto!... it all looks perfect. The spaces you DON'T use, are textured as part of the wall, so you can design your own room the way you want. Now, it took me a long time to figure out how to do this, but of course, having done it, it means the mapping I've done for the walls is fixed and unalterable. So.... having said that, the models are all VERY light. I paid special attention to keeping everything well within poser's limits. I estimate that, if you have the room and all figures loaded, it's less than half the size of vicki 3 with NO morphs. Even with 10 or 12 textures loaded, I have no problems and I'm running at 800Mhz/256 RAM. The problem really is the sheer scale of a wall in comparison to a window. A wall is about 20 times the area, so it's almost impossible to get high enough rez for extreme close-ups. Other than that, it's not too bad. mac
maclean posted Fri, 23 May 2003 at 3:05 PM
maclean posted Fri, 23 May 2003 at 3:12 PM
Jaager posted Fri, 23 May 2003 at 3:21 PM
Interior construction on the fly - everything you need in one package - looks quite useful. For P4, that lets out tiling - not remapping, but if you have flat mapped it and my money is on that, Poser 5 allows tiling of anything - with no real limits on how the tile is replicated. So your package will have even more utility in P5.
maclean posted Fri, 23 May 2003 at 3:50 PM
Yes, jaager. I flat-mapped the walls and gave them 2 materials, wall and outer, to be able to tex the 2 sides separately. That's interesting about p5. I still haven't installed my copy, and have no intention of doing so, until this project is done. But I have some p5 beta-testers lines up, so maybe they can try it. Still, it has to be good-to-go for all versions. mac