I belive I understand "bigger size, better hardware". I'd like to make it close to vanilla DA, which looked very good in my opinion, without the need of making the textures 4096x4096
DDS Question - The Settings
Débuté par
KigenBarzhad
, janv. 12 2010 08:48
#26
Posté 10 septembre 2010 - 01:20
#27
Posté 10 septembre 2010 - 01:21
Dark_Ansem wrote...
what about resolution?
depends on the model you want to texture. 1024x1024 is a good starting point if your model uses fine detail like player characters, monsters and so on. there is absolutely no need to increase the size even more. for a spec map 512x512 max is enough. items are smaller and therefore a 512x512 texture would suits best. the smaller the texture the better your memory usage
as a guidline you could always open textures of similar models bioware created.
Modifié par -Semper-, 10 septembre 2010 - 01:23 .
#28
Posté 10 septembre 2010 - 02:31
true. so for more important stuff bigger textures?
#29
Posté 13 septembre 2010 - 12:37
I don't know how it compares to the Photoshop DDS plugin, but the NVidia nvdxt.exe command line tool that comes with the toolset beats the GIMP DDS plugin hands-down for compression ratios and quality. I use the command line tool with batch scripts for my DDS workflow, since it also makes it so much easier to create multiple resolution/LODs quickly...
http://social.biowar...Export_Settings
http://social.biowar...Export_Settings
Modifié par nezroy, 13 septembre 2010 - 04:55 .
#30
Posté 13 septembre 2010 - 02:04
that looks handy- still one has to learn the command line, though.





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