filipmun Posted August 23, 2005 Posted August 23, 2005 Hi, If I have a model with 500 polys but most of it share the same texture location, meaning that they share the same coordinates and ended up with fewer polys. Any one know if this will help speed up the redraw in a game engine? Thanks Quote
triath5147 Posted August 23, 2005 Posted August 23, 2005 Actually it doesnt much matter, if your model is 500 triangles, than it draws only a portion of them and clips back facing polies anyway. But in all 500 polies is 500 polies, what makes a difference is texture size. so try to stay in the 256 to 512 range for textures. Quote
filipmun Posted August 23, 2005 Author Posted August 23, 2005 If no diference, then what is the purpose of tri stripping? Does it mean if I were to separate those non uniform triangles away from the main patches would make it easier for these game engine? Do I make any sense? How many layers of dual pass detail map is allowed for games meant for PS2? The texture size I am allowed to use is 64x64 128x64 and maximum is 256. Thanks. Quote
triath5147 Posted August 24, 2005 Posted August 24, 2005 1)How many layers of dual pass detail map is allowed for games meant for PS2? The texture size I am allowed to use is 64x64 128x64 and maximum is 256. Answer: I have no clue. I am not familiar with the PS2 constraints. 2) If no diference, then what is the purpose of tri stripping? Does it mean if I were to separate those non uniform triangles away from the main patches would make it easier for these game engine? Do I make any sense? Answer: Your not making any sense, but if that is a PS2 related question as well, I'm not the one to ask. But what is important is, texture size, because that is what eats video memory like crazy. SO if you can make a texture at 256 and stamp all parts on it seperately, so it doesnt tile. It is more effecient, than stamping 3 times, which will result in vedeo memory tiling that texture 3 times. Quote
filipmun Posted August 26, 2005 Author Posted August 26, 2005 I am involve in game production particularly PS2/Game boy, these people are not artist and they have rules for 3d contents and what they are asking from us (artists) to abide to certain game spec limitations. We use tiling for most parts and that is not a choice but there is a dispute regarding tri stripping that I think I understand but the number of stamps meaning how many parts we separate the mesh for decaling is my concern and wonder about. In AM, decal is indicated as stamps and can be trace back but not with Max, if you go back to UV edit, everything is under 1 UV mesh only, so have to select the polys to go into UV editing again and I tell you, its a nightmare with a huge terrain, you won't recognise the terrain once it tiled and over lapping each other. So, if game engine flatterns a single UV for each model, then it doesn't matter how many stamps we use and no matter how many polygon share the same 4 vertices in the UVs, it will still require to draw the exact number. Well its my assumptions so far, I hope some expert here can shed some light on this. Thanks Triath Quote
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