[GD-Consoles] Textures vs. Polygons
Brought to you by:
vexxed72
From: R & D \(GameBrains\) <res...@ga...> - 2001-11-20 06:19:17
|
List has been quiet of late and I have a semi-OT question.... Technology has come far enough in close-up character rendering that the = skins for characters seem to take up too much precious space for the = quality they show on screen and I was wondering if there are solutions = around this. For example, when you see a character up close that has = been skinned, even with a hi-res texture you can see pixelation around = the places like the neck etc. and the pixel filtering makes it look = really not natural when compared to the individually textured = environments in the background. The "easy" solution is to not use = skins, but to individually texture each part of the character, but then = the subtle detail of clothing seams and shadows is gone. To get around = this we could use shadow maps, decaled textures, vertex coloring, etc. 1. How have others solved this problem, especially on consoles such as = the PS2 where texture cache is limited? 2. For those using skins, what has been a good resolution for the skin = for consoles? For PC? 3. Can multi-texturing and other solutions actually solve this problem? Any advice that those have to offer would be welcome:) Most of our = previous games have used rigid body objects rather than organic = characters, so we are new to the problems that are likely old-hat to = everyone else... Thanks! Brett |