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Lion.Kanzen

Balancing Advisors
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Everything posted by Lion.Kanzen

  1. I am working on the texture. I will try to use the method you taught me about textels.
  2. I had already thought of that. we need, a game feature, called "socket". @Freagarach
  3. good work, looks similar.I photographed it thinking it would be a good reference.
  4. In computer graphics, a texel, texture element, or texture pixel is the fundamental unit of a texture map.[1] Textures are represented by arrays of texels representing the texture space, just as other images are represented by arrays of pixels. Texels can also be described by image regions that are obtained through simple procedures such as thresholding. Voronoi tesselation can be used to define their spatial relationships—divisions are made at the midpoints between the centroids of each texel and the centroids of every surrounding texel for the entire texture. This results in each texel centroid having a Voronoi polygon surrounding it, which consists of all points that are closer to its own texel centroid than any other centroid. Learn the process of using Texel Density to make your assets look great in game engines with 3D environment artist, Tim Diaz and anothers. Introduction What is Texel Density? Texel Density is the procedure of making sure your meshes and textures are the proper height, width and depth. Now once you apply your working textures and materials, your model's textures will look crisp and clean and not blurry. For this tutorial, we will be using 3ds Max and UDK to create modular pieces with appropriate Texel Density. Understanding Texel Density and why it's important Before we jump into this tutorial, we need an understanding of why we are doing this. Textures make the asset, area, level, characters and so on look a certain way and more believable to the player. Many games, however, break this suspension of disbelief by having certain assets break Texel Density. So how can you find it? It's easy: load up any game and just run around your favorite interior or exterior. If you're outside, look at the terrain, and then look at a rock or a wall. You may see that one, two or even all these pieces look vastly different. One piece may be very crisp and clean, but right next to it is a rock or a wall that looks a little burry, or maybe stretched, or both. This issue, while it may be minor to most, can distract a player, making them realize they are just playing a game. You don't want that. You are selling an experience – that is always the goal. Something like this leads to bad screenshots, negative feedback, and in some cases shows a lack of pride in your work. While there are always situations where you don't have a choice, or it wouldn't make much sense to follow these guidelines, this is to help you know what to look for and to avoid this issue as much as possible. Creating UVs (the wrong way) For the sake of knowing what is good Texel Density and what is bad Texel Density, take the wall you just made and duplicate it. Move it to the side and we will set up one correctly and one incorrectly. As you can see in the image, I have added a blue box to represent 4 feet. So with that as a guide, let's look at a bad unwrap. We are looking at one side of the wall. I have set my UV unwrap screen to go full 4096 x 4096, and have a texture with the proper sizes. As you know, our wall is 1024 x 2048. However, if you look at the wall, it's stretched to 4096 by something in-between 1024 and 2048. This will come in stretched and warped. And if we look at this shot with a checkerboard pattern, these are not perfect squares. This is the easiest giveaway that your texture will come in looking odd, and that it doesn't have proper Density. Good Density Looking at this image, we are about maybe half a foot away from it. We can see it is very crisp and clear. There's nothing blurry about it, the texture is coming in at full resolution and your player is happy. Bad Density As you can see here the bricks are completely warped, the brown-gold areas that are in-between the bricks in the texture are blurry, and this reminds the player that yes, I am in a video game. It's just a sloppy mess. Texel Density tips and trade-offs Now that you have seen what the good and bad of Texel Density is, here are a few things to keep in mind. Texel Density is extremely important, and with newer hardware and software coming out, your art needs to hold up. But there are always exceptions to the rules. If you're making smaller trims that, for instance, are going to be tucked away under something, you don't need to waste time making it to proper Texel Density, its barely going to be seen so make it so it works. Consider elements outside of the playing space. They can get huge, and realistically, they would need textures that no engine could process. The player will never get close to them, so Texel Density here isn't as important. One-off pieces should use the guidelines, but a hero piece in the end just needs to look the best it can be. 1024px / 100 cm = 10.24(10,24) px/cm. the max size in 0 A.D is 2048*2048. (for a texture size) 2048/100 cm=20.48 px/cm. If you want to achieve 1024 px per 1 meter square (100cm), texel density will be 10.24. Mind that if you plan to use a 2k texture, the texel density still the same. E.G. An uv of a plane of 1m x 1m with the texel density of10,24 will cover entirely the uv space if you use a 1k (1024x1024px) texture if you use a 2k texture the plane uv will cover a quarter of the uv space Blender tutorial. sources https://80.lv/articles/textel-density-tutorial/ https://3dtotal.com/tutorials/t/texel-density-for-game-art-tim-diaz-udk-bricks-3ds-max-unreal-tutorial-environment https://www.artstation.com/artwork/qbOqP mirror: https://archive.is/0A1RW
  5. Yes .We should the politician post. It was not my intention, but you have to be fair, both right and left committed crimes in the past.
  6. In my country things are different. And they are not theories. This is not the place for it.
  7. I don't think you ever had a socialist government? Certainly Duque isn't a socialist. I like to eat, no Thanks . No Duque is not a socialist, it is something worse.The trendy word is Globalist. ------ The best thing is that each one regulates the words they like Take it easy. relax.
  8. Hispanic Catholic heritage and drugs, socialism only made things worse. The FARC party obtain funds from drugs, kidnapping and abuse as a form of power.
  9. I figured, you fit the profile. Not at an absurd level but yes. .Your oppressors finance socialism a lot, if you don't look at how many brands sponsor certain movements. International banking is very powerful. And those rich never appear on the forbes list. Countries like Spain and Argentina are subject to socialism (democratic), both destroyed And with a great debt. But yes, everyone should make their filter.
  10. progressive and communist words should also be banned. They invite hatred in countries like mine.
  11. It's hard AOE did something similar. It must be adapted to the culture. In Spanish Quique or Kike means Enrique. Or Negro means Black color.
  12. I agree. it is used in social political language. It is a form of blackmail to force you to accept certain globalist policies.
  13. they should create their own lists.
  14. I am not in favor of that, there are better solutions.
  15. you guys don't laugh. I play Clash Royale Solitaire And Among Us.
  16. I think there will be changes, especially if art is considering making 3 versions of CC for each phase.
  17. Exactly and to balance the men there may be other classes of collectors that will replace the CS. - Slaves (economic boost) P2 -Villagers male (recibe ab upgrade to quasi militia) Peasants with swords and spears and poor armor. @wowgetoffyourcellphone Improved my idea in delenda est, only that of the slaves. This quasi militia would be a kind of after unitb to defend the CC and the women and men villagers. Then in the pyramid they follow the typical CS. Then next are the mercenaries...
  18. It is an alternative. I am realizing that most of the 0 A.D ideas are out of order and have to be put together well as a whole, like a puzzle.
  19. I think I can work on a long-term counter proposal.
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