
That and I'm on a poly budget too, so I have to clip some details to keep it low count, and spammable.
I'm really just saving the PWN for the Leveler and Slasher

Moderators: MR.D, Moderators
id have thought that the fact that they are moving and shooting would be a dead giveaway.Saktoth wrote:After playing some CA with these models, in game, as is common with s3o's, the models are very dark and monotone. The textures are spectacular at close range but they have poor distance impact and its hard to tell them apart from corpses. The Gator in particular.
Most players don't constantly have all their tanks moving and shooting.Pressure Line wrote:id have thought that the fact that they are moving and shooting would be a dead giveaway.Saktoth wrote:After playing some CA with these models, in game, as is common with s3o's, the models are very dark and monotone. The textures are spectacular at close range but they have poor distance impact and its hard to tell them apart from corpses. The Gator in particular.
I have long since wondered about spring mipping.. can you post a few shots without the mip?MR.D wrote: I use ATI omega drivers, and within the settings there are options to force Mipmaps off, so everything is crystal clear, and the textures look fairly good in those conditions.
I think that something that might help longer ranges would be to add in thicker lines in the main texture, but that would make the texture look really cartoonish up close.
KDR, what game did you make that model for? It's wicked. I've only seen your stuff from the dark, early period on Polycount in which you were ramming out visibly-rushed models based on every FF game and anime you could think of - but that cartoon model is hawt secks.KDR_11k wrote:MIPmapping improves the look, the texure wouldn't be large enough to be drawn at full res anyway and at least MIP averages over all texels instead of just the ones that happen to match a pixel.
If your texture turns into a mess at large distances it's because you have only high frequency details, i.e. greebles. You also need low frequency details. I'll drag out an old model to explain it:
High frequency is stuff like the lines on the armor (that's still pretty large, high frequency can be much smaller), low frequency is things like the shoulderpads or the chest armor. If you thumbnail the model the high frequency detail becomes hard to see but the differently colored pieces of the armor still show up. Camo works by disguising all major shapes in high-frequency details, making it hard to distinguish things.