enemy models

  • Thread starter Thread starter omega res novae
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basic rule of thumb here, is think about how many pixels something is going to take up on-screen, and for how often.

from my memory, those frogs are tiny, they take up maybe 100 pixels (at the very very most). so you should probably try to put their entire texture onto a 256*256 texture map (personally i'd go 128...) and a poly limit of 150-200.
 
the size of a texture is trivial. as long as it keeps the same proportions they can be resized and touched up easily.
 
http://www.poopinmymouth.com/tutorial/tutorial.htm

in particular: http://www.poopinmymouth.com/tutorial/resize.htm

True resolution vs. Double Size

When painting a texture, many times people will paint at two times the resolution, then size it down. Meaning if the final map is a 512x512, they will paint at 1024x1024. I recomend staying at true resolution whenever possible.

If you are just starting out at texturing, painting at the actual resolution is a good habbit to get into. There are many reasons for this. First and formost, is the time factor. You do not have to worry about any details that cannot fit into the end result map, because it IS the end result map. If the pixels hold it, it will show up in game (if the camera/player gets close enough) Secondly is how crisp your end result will be. I have said before, and Ill say again, you as the artist, want the control. any uniform application by a computer will end up looking piss poor compared to the same sort of effect applied by a skilled artist. Each pixel in the resized map is the result of the average of four pixels at the larger size. You can place single pixel highlights, as well as razor sharp single pixel seams and shadows. They will not be blurred to obscurance by photoshops algorithms.

Common reasons people argue for painting at double res:

But I can be messier/faster/scribblier and then size it down and it looks "right". This is not true, it only makes your mistakes less apparent. Their is a reason that art teachers tell you to "draw big" It is because it makes your mistakes apparent. If you cannot make it look right at the small res, you are not making it look right when you resize either. It is just that your mistakes become less apparent.

But I can get subpixel detail! Again, not true, there is no such thing. A pixel is a pixel is a pixel. You can have detail that is implied as smaller than a pixel, but it is just as reproducable at res, as it is double size, you just have to know how to do it. and it will read better because you did it at true res, than if you resized down. One particular thing that people like resizing for is hair. A good way to learn how to do implied sub pixel detail, is to actually resize something, and look to see what the pixels are doing that implies that thinner than a pixel detail. Once you learn these "rules" you can use them or adapt them for your needs, and be faster because you are painting them at res.

Again, if you are already fantastic at texturing, and you resize. By all means, continue doing it. It is, and always will be, the ingame results that count.
 
Yep I'm one of those who paint on double res, then resize in the end.. somehow it's easier for me to do brush strokes in bigger res.. It's always messy applying/using different brushes in small res images..
 
Sorry pit, I don't really get what you mean there, LoL I can be dumb most of the time, ;D ;D
 
what he means, is that if you have a 1 pixel line which defines an edge at 256*256, when you resize down to 128*128 (which is 1/4 of the size), what are you going to see happen to that 1 pixel line? it can't magically turn into 1/4 of a pixel thick. instead it gets interpolated with the pixels surrounding it, which makes it less apparent.
 
Ah.. I see,, but most of the textures which I used the double res methods are those where I need to paint faces which involves a lot of smudging so there not much defined edges involved, maybe that's why I did not notice issue..
 
Then I have a noob question:

Would downscaling resolution (and having edges less apparent) actually give a benefit when the object you wish to model is meant to have rounded/soft edges?
 
not really, all downscaling really does is blur your image... here's a quick example:

you have a 3*3 image (9 pixels), going clockwise from the top left pixel you have the following values:
255, 0, 0
0, 255, 0
0, 0, 255
255, 255, 0
255, 0, 255
0, 255, 255
0, 0, 0
126, 126, 126

and in the centre: 255, 255, 255.

this should show that you have; red, green, blue, magenta, cyan, yellow, black, gray, white.  essentially all of the "extremes" of the colour spectrum.

now resize that down to a 1 pixel image, and you will get a single gray pixel. in fact you can order the colours in any way you like, and you will always get gray when you resize. what this should tell you, is that when you resize your image down, you lose information. it should be self explanatory... you can't shrink an image (therefor making the pixel density smaller) and expect to keep all the detail (which would require all of those pixels to remain in the image). but many people stallwartly believe that they "do better" by resizing... it's just an illusion really, and as the article i linked above tells you, it just hides your mistakes.

so, if you think resizing helps you make better art, i would argue that you should practice at true res, because it will make you a better artist, and therefor you will make better art.
 
;D well for me resizing is not a way to make better art, it just makes the painting job easier for me, Easier work does not necessarily mean better art, LoL but I'll try what you suggest and practice on actual res, though it's a little hard to paint details like eyes on smaller res..
 
rsaa released check op for link.

Whiteraven hasnt been active so if theres anyone good with photo shop i need a hand changing over the current texture color
 
S'up dude? Are you still abroad? I have a friend that works photoshop professionally. I can send you his gmail if you want.
 
whoops, looks like things are starting to move again.. sorry omega cant find the files for the other two textures, the purple & yellow/gold one, I can make a short work on it when I got hold of the green textures, it would be easier then, I'll get back to you when its done.


@Omega, I'm done with the textures.. I'm uploading it atm on our shared folder @ Google drive check the Frog Textures folder, the files are still in BMP btw.
 
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just saw this. ill put them together and get a new pack out in a day or 2

finished. uploading now
 
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