Subject: Re: A Digital Artist's Query (fwd)
From: Tommi Leino (namhas@majik3d.org)
Date: Wed Jan 12 2000 - 22:42:37 EET
-- Tommi Leino / Majik 3D project namhas@majik3d.org https://majik3d-legacy.org ---------- Forwarded message ---------- Date: Wed, 12 Jan 2000 12:27:34 -0500 From: Isaiah Kraus <kraus.35@osu.edu> To: Tommi Leino <namhas@majik3d.org> Subject: Re: A Digital Artist's Query Tommi, I've used 3DS, but don't have it on my machine right now, as I am currently using lightwave. I've made a pretty nice looking tree that employs transparency maps and image maps, both of which I assume your engine can handle (although VRML doesn't do trans maps). To cut down on image map size, I've re-used the same map on all but two of the branch poly-groups. Currently the tree uses 6 jpgs that are altogether 256k in size. 3 of those are image maps (color), and three are the accompanying transparency maps (b/w). The tree itself is a unfortunately hefty 81 polys in size, and employs about 25 double sided polys, and a few 4 verticed polys. Can your engine handle doublesided polys or will I have to create duplicate polys for these 25? Can your engine handle polys with 4 vertices (what about more)? Does your engine support image files that have an alpha channel, so I can halve the number of image maps needed? I am confidant I can reduce the number of polys without signifigant model quality loss, but in order to do so, I need to know these things. Also I need to know how flexible the texturing system of your renderer is, as the one image/trans map combo must be stretched and translated to fit on 4 different size and shape branch poly-groups. I think you will find the overall effect similar to metal gear 2 foliage. I have enclosed two jpgs, one a render to illustrate the transparency, and one a working capture of opengl's performance in my scene editor. Please let me know what you think of the tree's appearence as well. Thanks, Isaiah
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