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02-27-21, 05:10 PM | #1 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
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Quote:
No problem for SHIII conversion, it is my understanding that SHIII has only a limited support of AO maps. A possible solutution could be taking only the AO UV projection, and blending AO and diffuse maps in one texture |
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02-27-21, 05:19 PM | #2 |
Village Idiot
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For SH3? Any AO mapping for a Unit that small is WAY over kill.
I'd bake the shadows to the diffuse texture like stock is done and call it good for SH3. Other wise your just putting lip stick on a Pig! That has two effects. It's still a Pig but now the Pig runs slower.
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I don't do Stupid. So don't ask. |
02-27-21, 06:52 PM | #3 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
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Quote:
The AO map I am baking is rather large, 2048 x 2048 pixels. I would like the texture to be large enough that boat's name painted on the hull sides can be read. I will check if this level of quality can be attained by blending diffuse and texture maps on the same texture, as you are suggesting, rather than having them mapped on two sets of UV maps, and then I will evaluate which method is lesser expensive in terms of memory usage Yes, I am doing that too. but there are times that the occluded parts require a more accurate work than what one you can do manually. A trick I am using to spare time, is scaling down the UV projections of parts already baked but included in the AO-baking template because on the shadows they cast of parts which still require their AO baked. This way they will be used for light occlusion simulation, but the shadow rendering will be much faster. Last edited by gap; 02-27-21 at 09:25 PM. |
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02-27-21, 07:54 PM | #4 |
Village Idiot
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It is always going to be a damned if you do, damned if you don't situation.
Today we may do a mod to save on resources? Next year that is not an issue and We catch flak! Do what you feel comfortable with at this time. Damn the torpedoes! Full speed ahead!!!!!!
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I don't do Stupid. So don't ask. |
02-28-21, 06:54 AM | #5 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
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Quote:
On one end there is our curiosity of doing new things and our pride to attain an above-average level of detail, even though not many might notice it; on the other end there are our limits of modders and the ever-changing hardware limitations. Finding the optimal balance among the two extremes is a struggle, and what might be a good compromise today, might not be not so good tomorrow. In case of doubts (and in this field doubts are a common event), my rule of thumbs is: we are always in time to remove a given feature, to simplify a 3D model, to scrap a secondary UV map, or to rescale a texture; the opposite not always apply. Sure, in the process we will have lost hard disc space and a lot of time, but we will have gained experience. This is my first sea unit modelled from scratch; I have a lot of experience to gain from it, and I am glad to do it having the suggestions of other community members in mind |
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02-28-21, 07:27 AM | #6 | |
Grey Wolf
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Good luck ! |
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02-28-21, 11:15 AM | #7 |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
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02-27-21, 06:44 PM | #8 |
Grey Wolf
Join Date: Oct 2010
Location: Poland
Posts: 874
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One cheap solution is to bake it at once and then "hand-paint" holes/damage/debris on parts of AO texture that are hidden under destroyable parts
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