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Posted

ah, any reason for two maps? Why not just a single 1024x2048?

Not trying to be picky, texture looks really nice and crisp, just I've noticed a lot of mods and custom content creators are using massive texture sizes "just for the fuck of it"

Posted

Not trying to be picky, texture looks really nice and crisp, just I've noticed a lot of mods and custom content creators are using massive texture sizes "just for the fuck of it"

Or because it's not 2003 anymore.

Posted

uhh if its a viewmodel, theres no way you need that much texture space, your model will never take up that ammount of pixels on your screen. Not even in the most nextgenerationestest of games! A waste of memory is still a waste of memory eventhough there is more available now. Looks good tho

Posted

"Nobody will ever need more than 640K RAM!" -- Bill Gates, 1981

"Theres no way you need that much texture space. Not even in the most nextgenerationestest of games!" -- Pericolos0, 2007

qft

and peris is a bit right, i guess atleast half that should do the trick

Posted

uhh if its a viewmodel, theres no way you need that much texture space, your model will never take up that ammount of pixels on your screen. Not even in the most nextgenerationestest of games! A waste of memory is still a waste of memory eventhough there is more available now. Looks good tho

As models get more detailed - more texture space is used. Whether it takes up more space on the screen is pretty irrelevant - more separate geometry = more UV space needed. Not to mention a 1024 map spread across a view model model is still very blurry.

Posted

uhh if its a viewmodel, theres no way you need that much texture space, your model will never take up that ammount of pixels on your screen. Not even in the most nextgenerationestest of games! A waste of memory is still a waste of memory eventhough there is more available now. Looks good tho

As models get more detailed - more texture space is used. Whether it takes up more space on the screen is pretty irrelevant - more separate geometry = more UV space needed. Not to mention a 1024 map spread across a view model model is still very blurry.

look at the hl2 weapon models like the RPG. The parts that are further away have less pixel density, they use 1024*1024 maps and have details to the pixel even on the highest resolutions. More seperate geometry doesnt mean much more needed UV space at all.

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