ARustyFirePlace wrote...
*snap*
Errr, NO THEY DON'T.
Textures = FLAT SURFACES.
Who ever thought you how to modle needs to be fired, son.
I agree with ARusty
Texture definition have nothing to do with the number of polygones.
A polygone is made of vertex, edges an shadder, and they are vectoriel objects; meaning you can zoom all you want on a edge, the border will automaticaly redraw to match a vector displayed on your sreen.
Texture can be graphical reference to customise the shadder, but it exist "textures" that are not image kind, they are called "procedural texture", because they don't use pixel mapping as reference but mathematic formula.
Luckily i can provide an exemple that i made myself for the fun during some free time.

In this picture you clearly see the polygone, especialy on the barrel of the gun, and how "flat" is it. The brown ground is actualy 1 polygone made of 1 quad.
Now here is the version of the same object after the textures are rendered, no more flat polygone (in reality they still are).

In 3D there is a "smoothing" option to help the polygone sharing vertex to look "connected" (i try to make it simple), but geometricaly they are still flat, the ground is still perfectly flat.
Now, the gun is about 1400 triangles, and the ground is 2 triangles, but the textures size of the ground is much larger than the gun, it doesn't mean i need more poly.
All deformation you see on the ground are done by the bump map i made, it is a grey scale reference used to deviate the rays of light when hiting the surface. To make the deformation more in ligne, i also use a specular map matching the bump map for the specular property of the surface.
The trick is to know when to use bump map or normal map (more powerfull than bump map) to simulate details without puting more polygone, and the answer depend often on what you want to do with your object.
The gun have a hand made 1024* textures size (color map, specular map, bump map) metalic part and the grip are on the same UV. but for a smal picture like that, i could have used a 512* version and nobody would have noticed a big difference, and the opposite is true, if i used a 2048* the quality wouldn't have increased unless i made a bigger picture.
Now, if you work with Z-brush, this is another story.
In Z- brush you subdivid your object in millions of poly to model every little details.
I started to bother with Z-brush few weeks ago so don't mind my amateurish touch on the soft.

This is an improvision head from a shpere to get used to the modeling tools.

Here is a hand made poly-paint + skin with grain modeling (not finished).
Every "hole" on the skin are modeled with polys, every wrinkle are made from polys.
May be this is what leeboi was talking about when he said you need polys to make highly detail texture (in this case it is true, but a highly hand made texture on photoshop could achived the same without higher poly model, but z-brush make it so simple).
One of the power of Zbrush is to extract all the details on textures map and to keep most of the quality to use them on low poly objects instead of multi millions poly form.
Modifié par Siegdrifa, 17 février 2012 - 04:44 .