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Texture is still bad in the ME3 demo!


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#76
ARustyFirePlace

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leeboi2 wrote...

ARustyFirePlace wrote...

leeboi2 wrote...

ARustyFirePlace wrote...

leeboi2 wrote...

You do know that there's this thing yeah, called a Polygon, right? And higher resolution, and better looking textures require more Polygons, and more Polygons require a larger download, a better CPU, a better GPU, and more work on the developers end; they can't just press a button that retextures everything at 1000% to what it previously was. Don't just post about subjects you know nothing about.

Sorry console user, your head doesn't understand how textures work.

Go back to shooting aliens on your funbox, k?


I understand a hell of a lot more than you do, since I'm actually a 3d modeller...And I'm more than likely positive my pc is better than yours, so try again after you've finished school, k?

Then you would know that textures have nothing to do with polygons, and there's no reason not to have high res textures.

They just didn't bother because they wouldn't work on consoles.


*Sigh*; Textures require polies...

Errr, NO THEY DON'T.

Textures = FLAT SURFACES.

Who ever thought you how to modle needs to be fired, son.

#77
yanos626

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hell they need to fix the fire/explosion animations too

#78
Xongo

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Manloi wrote...

Personally, the background texture is fine. But in the amazing cinematic opening of the game, having a very bad texture clothing in Anderson and Shepard. it's totally kill. If you think the graphic fine, it's okay for you too.


Well, face/hair textures are noticably improved. Could it be as simple as a console adaption? Those aren't getting any better so if they've pushed performance to max since ME2 this time they increased the resolution on some things and decreased on others - ending up with the same usage of texture memory?

#79
Siegdrifa

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

Image IPB
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 .


#80
jzorr

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There will be better textures in the final version.:)

twitter.com/#!/masseffect/status/170241954423123968

#81
Fredvdp

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jzorr wrote...

There will be better textures in the final version.:)

twitter.com/#!/masseffect/status/170241954423123968

They didn't say better, they said high-res. If in their opinion the current textures are high-res then it's possible we will get those in the final build. Chris Priestly considers the ME2 textures high-res.

#82
ForeignSpaghetti

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I couldn't be bothered reading through posts, but I believe its been said there WILL be higher res textures on release, this is apparently using old game data (I think mainly the stuff they used for E3 etc)

#83
The Giant Napkin

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I have to admit I was slightly disappointed with some things in the demo (textures, (lack of) dialogue), but it's reassuring to see the devs promising improvement over those in the final game. So no reason to cancel my preorder (metaphorically speaking, as I still haven't preordered yet...).

Though it would be appreciated if people who want to voice their opinion did so in another way than

"In all honestly most people probably didn't notice since it's just
something in the background. What would be the point of making something
hardly anyone would look at for longer than a second look really high
spec?

Though i guess it bothers a certain type of person who
look at every single detail to find the tiniest thing wrong and then go
on the forums all like "WORST GAME EVER!" "

I mean, we're not talking about one low resolution in the background here, nor are we saying that the game is bad per se... The textures are noticably low resolution, and some of us prefer to have our video games look immersive/beautiful (I shall avoid the word 'Realistic' here because I don't think it should ever be used in the context of video games). en.wikipedia.org/wiki/Nuance

Ah, BSN...

#84
Manloi

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The Giant Napkin wrote...

I have to admit I was slightly disappointed with some things in the demo (textures, (lack of) dialogue), but it's reassuring to see the devs promising improvement over those in the final game. So no reason to cancel my preorder (metaphorically speaking, as I still haven't preordered yet...).

Though it would be appreciated if people who want to voice their opinion did so in another way than

"In all honestly most people probably didn't notice since it's just
something in the background. What would be the point of making something
hardly anyone would look at for longer than a second look really high
spec?

Though i guess it bothers a certain type of person who
look at every single detail to find the tiniest thing wrong and then go
on the forums all like "WORST GAME EVER!" "

I mean, we're not talking about one low resolution in the background here, nor are we saying that the game is bad per se... The textures are noticably low resolution, and some of us prefer to have our video games look immersive/beautiful (I shall avoid the word 'Realistic' here because I don't think it should ever be used in the context of video games). en.wikipedia.org/wiki/Nuance

Ah, BSN...



To be honest, what is said is quite contrary than what I think.
It is not something in the background. The background (the field or the map) have enough background.
But the cloth or the armor on Shepard and other characters looks like crap.
In the beginning of the demo, Look at Shepard's cloth and Anderson's uniform, they look like crap.

The only good texture cloth well represent is James and Ashely.
It distracts you because the cloths does not match with the face whenever they do a close up. I was like, what?

#85
Charsi

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Manloi wrote...

The Giant Napkin wrote...

I have to admit I was slightly disappointed with some things in the demo (textures, (lack of) dialogue), but it's reassuring to see the devs promising improvement over those in the final game. So no reason to cancel my preorder (metaphorically speaking, as I still haven't preordered yet...).

Though it would be appreciated if people who want to voice their opinion did so in another way than

"In all honestly most people probably didn't notice since it's just
something in the background. What would be the point of making something
hardly anyone would look at for longer than a second look really high
spec?

Though i guess it bothers a certain type of person who
look at every single detail to find the tiniest thing wrong and then go
on the forums all like "WORST GAME EVER!" "

I mean, we're not talking about one low resolution in the background here, nor are we saying that the game is bad per se... The textures are noticably low resolution, and some of us prefer to have our video games look immersive/beautiful (I shall avoid the word 'Realistic' here because I don't think it should ever be used in the context of video games). en.wikipedia.org/wiki/Nuance

Ah, BSN...



To be honest, what is said is quite contrary than what I think.
It is not something in the background. The background (the field or the map) have enough background.
But the cloth or the armor on Shepard and other characters looks like crap.
In the beginning of the demo, Look at Shepard's cloth and Anderson's uniform, they look like crap.

The only good texture cloth well represent is James and Ashely.
It distracts you because the cloths does not match with the face whenever they do a close up. I was like, what?


Yea thats true, but I guess we will need to wait to final version, and see if the textures will be change or not!
I was "mad" when I play the demo, I said to myself that I was trowing my money away, but we need to understand and  remenber that is just a demo, demos normaly arent prefect and this one is compressed to the limit of 2gigas!
If they say will be high-res textures in final version, Im already happy :bandit:

Modifié par Charsi, 18 février 2012 - 02:18 .


#86
Siclair

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Compared the screenshots on the website. It's low res. Why would they upload low res. if it's not the highest setting?

#87
Kaitheus

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I agree, the textures seem lacking Again, I'm sorry but were not all using a X1950 XT 256MB graphic's card or Nvidia equivalent, were using PCs which some are just insane, at least give us a DLC with HD *an I mean Actual HD Hi-Res* Textures!
  I'm playing at 1080p with AA and full AF and all the other bells an whistles and I still see some Horrid textures! Being that its now 2012 I think we should be seeing better quality then this its not like your on an extremely Low budget that can't afford a little more time for better quality, and porting over from consoles to save time and money just makes us the PC gamers annoyed, especially when we don't even get mod support for Any of the games in the Series, Sure there are mods but to use most you needed Tex Mod which in most cases killed FPS even on a beefy system. I will how ever say that MP is 1 of the best I have played in a long time! good job on that!

Ok that's my 2 Cents worth for the day! >.>

Modifié par Kaitheus, 23 février 2012 - 08:44 .


#88
pat_loonytoon

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Anderson's Normal map is 256x256, Spec map is 512x512. I've wanted to improve the normal map but am not familiar with making normal maps. I want to grow in that ability. The actual Anderson texture though is 1024x1024 which seems to be standard.

Anyways, here's what we know so far-
1. Coalesced can be edited in ME3, but it is harder than ME2
2. PCC files have a different header as they are made with a newer engine (still haven't figured out how to work around that yet.
3. Texmod still works, must be done a tricksy way now that Origin is in the equation ;)

These are my first ever mods, be gentle :D

(From My album):
Kid Retexture (Original size)


James Retexture (Original size


If anyone wants the mods I can upload them :)

Modifié par pat_loonytoon, 27 février 2012 - 09:01 .


#89
Manloi

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pat_loonytoon wrote...

Anderson's Normal map is 256x256, Spec map is 512x512. I've wanted to improve the normal map but am not familiar with making normal maps. I want to grow in that ability. The actual Anderson texture though is 1024x1024 which seems to be standard.

Anyways, here's what we know so far-
1. Coalesced can be edited in ME3, but it is harder than ME2
2. PCC files have a different header as they are made with a newer engine (still haven't figured out how to work around that yet.
3. Texmod still works, must be done a tricksy way now that Origin is in the equation ;)

These are my first ever mods, be gentle :D

(From My album):
Kid Retexture (Original size)


James Retexture (Original size


If anyone wants the mods I can upload them :)


I would like your mod. But I would probably wait until how the final retail version do first.

I google search about the texture on Mass Effect 3 PC. Some reports said that there will be higher resolution on the texture in the retail. So let us give them a chance to prove.

If they don't look good, I will download your mod.

#90
pat_loonytoon

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Well actually my mod doesn't focus at all on texture resize, just changes the look. Basically wanted to create a blank template for James so people can mod him from the ground up.

#91
DHJudas

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idealy the characters should have a minimum of 2048x2048 DXTC1 (if there is no alpha channel) or DXTC5 for where there is an alpha channel for their textures and even a normal map of 512x512 uncompressed so that there is no Compression artifacts that show up very badly on normals even if you use low compression.... no one likes blocky looking faces and what looks like horribly dithered surfaces due to using compression on normal maps (DXTC1/5 2048x2048 = 512x512 uncompressed normal maps)

Aside from small buttons having 256x256 textures, there really isn't any reason for ME3 or any modern game to not have at least anywhere from 1024x1024 to 2048x2048 texture resolutions. I would even venture to state that 4096x4096 Textures for the characters clothing/armor and such would be a massive and clear improvement.

LARGE objects like the normandy ship should actually use for a high resolution texture being something in the realm of 4096x8192. All the video cards listed as being minimum supported support a texture size that large. Modern cards even support larger.

Having done some textures over the course of a few years for various games even when the modelers swore there would be no noticeable improvement going from lets say 1024x1024 to 2048x2048 .... i proved them wrong emediately when i created the texture and presented the side by side.

With ps3/xbox360's limited 256mb (minus overhead) video ram capacity, Understandably the console versions of the game are going to have a tight spot to try and work in. But on modern PCs where 512mb is the lowest end card people have, and 1gb is basically common standard today... with 1.5-3gb becoming more popular. Really there is no reason to provide the ability to crank up texture quality to absalute extreme values. Nothing makes a game last longer than developing it with the ability to weather the technology changes of the future the best it can, and if Bioware added just a touch more effort by adding both What i would call Ultra High Rez Textures with the ability to select the texture detail level in the configuration tool with the inclusion of "recommended vram per setting" to combat some people that would complain about running high res on 512mb cards.... I think we'd be pretty happy.

Add in some Pixel Shader 3 or 4 support, Better yet just add in the unreal 3 Engine's DX10/10.1/11/11.1 Functionality as a configuration option (provided it's detected) and we'd be REALLY geared up for excellence.

#92
Atakuma

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There is a texture detail option listed in the config XML That obviously isn't present in the configuration tool. That suggests there might actually be high res textures in the full game.

#93
Kaitheus

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Atakuma wrote...

There is a texture detail option listed in the config XML That obviously isn't present in the configuration tool. That suggests there might actually be high res textures in the full game.


Lets hope they ARE Hi-Res textures or there's ganna be a TON of P%ssed off players me included, I'm getting tired of getting ported over console textures to the PC when they know PCs can handle ALOT more then a console with limited hardware.

#94
pat_loonytoon

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Indeed, good points. All things considered though I was really happy with the way the demo looked overall. Textures are important but I think the visual cinematics were moving in the right direction.

#95
muse108

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Just want to point out, not a bug, should not be in the tech support forum clogging up people who actually have issues.

#96
FAButzke

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It's quite simple:
While we have consoles using technologies from the past decade, we'll see graphics from the past decade. Nothing unusual there.

Consoles dictate the market because most people are too dumb to operate a computer.
So, we all should get over it and join the majority.

I'm happy about it? No. But's let's face it. There's NOTHING we can do. Unless we advise everyone we know to NOT buy a console and pray that they do listen.

Also, not buying games on the PC that were ported over from the consoles WON'T solve the problem. Why? Because then we won't play anything at all. They would just stop porting for the PC and continue to profit from console sales.

Modifié par FAButzke, 28 février 2012 - 03:17 .


#97
DHJudas

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FAButzke wrote...

It's quite simple:
While we have consoles using technologies from the past decade, we'll see graphics from the past decade. Nothing unusual there.

Consoles dictate the market because most people are too dumb to operate a computer.
So, we all should get over it and join the majority.

I'm happy about it? No. But's let's face it. There's NOTHING we can do. Unless we advise everyone we know to NOT buy a console and pray that they do listen.

Also, not buying games on the PC that were ported over from the consoles WON'T solve the problem. Why? Because then we won't play anything at all. They would just stop porting for the PC and continue to profit from console sales.


Accepting it and claiming there is nothing we can do is the first step to failure. Consistant poking and proding of the developers to get their head on straight keep people aware of the idiocy of not doing a good job when it really shouldn't be that difficult.

I mean cmon, look, when concept art and design are being implemented, Texturers that are doing a good job usually start off with vector images or high resolution versions of what they are making, shrinking them down to the needed sizes later, not creating small ones from scratch, specially if they are working in a 256x256 texture resolution size which is itty bitty and very difficult to work with initially.

While hoping they indeed hired decent texturers that follow the general rules of texturing, there is absalutely no reason as to why they can'd make 2 different texture packages, it's not hard.... Load up the original completed product in it's high-res format, turn around and save it as the texture format required for pcs.... remain in the program and don't close, do the image size reduction required for the consoles and save it again in that format. Move onto the next.

There are batch programs that can do this without being required to manually open and save/shrink/save again, they can sort and compile the texture packages in a snap.

So why bother creating low res ones for the pc?

#98
SSV Enterprise

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FAButzke wrote...

It's quite simple:
While we have consoles using technologies from the past decade, we'll see graphics from the past decade. Nothing unusual there.

Consoles dictate the market because most people are too dumb to operate a computer.
So, we all should get over it and join the majority.

I'm happy about it? No. But's let's face it. There's NOTHING we can do. Unless we advise everyone we know to NOT buy a console and pray that they do listen.

Also, not buying games on the PC that were ported over from the consoles WON'T solve the problem. Why? Because then we won't play anything at all. They would just stop porting for the PC and continue to profit from console sales.


Not buying poorly ported PC games would help solve the problem.  If PC gamers buy properly handled PC games, such as Battlefield 3, Batman: Arkham City, or Deus Ex: Human Revolution, while avoided poorly handled PC games, the developers will take note.  PC games sell enough to make ports now; if those sales disappear for bad ports but continue for good ports, developers will make good ports in order to get those sales.

I don't have the will to boycott ME3 over technical issues, Origin, pricing, etc.  I want to see this story end, damnit.  But I'm getting pretty tired of the crap EA and BioWare have been pulling on PC gamers both with Dragon Age and Mass Effect.  After ME3, unless BioWare shapes up its development for PC games I'm not going to buy from them anymore.

#99
DHJudas

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those games listed are bad examples FYI

#100
SSV Enterprise

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They're not perfect, certainly, but at least they each have improved effects and textures over the console versions, proper PC controls, full controller support, etc. If ME3 was as good on PC as Battlefield 3 or Deus Ex: Human Revolution I wouldn't make a peep in complaint.