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  1. #1
    Player
    Moheeheeko's Avatar
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    Aug 2013
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    Character
    Asrah Stone
    World
    Behemoth
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    Conjurer Lv 66
    Quote Originally Posted by HoneyBiscuit View Post
    [B] Low poly count, low resolution textures, high quality image and high performance.
    this isnt a thread about polygon count, this is a thread talking about the low resolution of the images layed over the models. The smoothest models in the world wont help if the images (commonly reffered to in games as TEXTURES) look like someone drew them in ms paint or minecraft.
    (5)

  2. #2
    Player
    HoneyBiscuit's Avatar
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    Jan 2014
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    Character
    Reohart Redstarr
    World
    Ultros
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    Conjurer Lv 50
    Quote Originally Posted by Moheeheeko View Post
    this isnt a thread about polygon count, this is a thread talking about the low resolution of the images layed over the models. The smoothest models in the world wont help if the images (commonly reffered to in games as TEXTURES) look like someone drew them in ms paint or minecraft.
    Texture in art, can be created by clever use of lighting. Humanity has done it for ages. We continue to do it. Normal mapping is one of these methods. Note that image. The third picture appears textured does it not? Note the second image. It looks like untextured garbage doesn't it? That's because it is. The model of the 3rd image is the same as the 2nd but, appears very well textured and high quality. That is the brilliance that is normal mapping. It should also be noted that first picture also has texture to it. There are so many polygons actually outlining each small crease in the skin you can see the texture the image has. It's inefficient though as running so many polygons on everything would run like Daikatana plays(like crap). Texture uses color to add depth. Normal maps use lighting to add depth. Their goal is the same and they work well together.

    Also, did you even read the text you quoted? It actually says low resolution textures. If you need help I'll rewrite it for you so it's a little easier to understand.

    Normal mapping exists to make 3d models with low polygon counts look better. In much the same way a texture would. Now normal mapping does something else too. It also makes your textures look 3 dimensional. Textures add dimension. Normal mapping adds dimension. 3d models. . . dimension is in the name (that's the "d" by the way). This is why these are all relative to each other. Try and recall a time before we had realistic lighting effects. Low poly models with flat textures. At the time that looked great. But that was then and this is now. The future is realism and high performance through proper lighting.

    I'll likely end each of my posts with this, gonna bold it too so it should be way awesome.

    I too want higher resolution textures. I'm not sure why people are arguing with me as I've not once disagreed with the topic of this thread. Normal mapping is a great thing that makes textures and 3d models look better. It looks even better on a higher poly models, and higher resolution textures. Which is why I want both good normal mapping and higher resolution textures. Normal mapping is not a replacement for textures, it's an enhancer. I only even brought up normal mapping because someone brought up Yoshida's statement on high res textures.
    (4)
    Last edited by HoneyBiscuit; 03-07-2014 at 07:54 AM.