RE: [GD-Consoles] Textures vs. Polygons
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From: Awen L. <ali...@ed...> - 2001-11-20 13:50:14
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>One of the limitations on PS2 is the number of matrices you can fit on VU >for skinning (don't worry, this will get relevant to your problem). So to >counteract this, you could split the character geometry according to which >matrices it uses. This way you'd never _need_ more than 3 * M matrices on VU >at any one time (where M is the maximum number of matrices applied per >vertex). You may, of course, choose to lump in a few more matrices. It's something we had to do: and finally it's only a matter of stripper criterion (like materials) during the exportation phase of our object. We even added some subtle params changes depending - effectively- of the size remaining in the VU, depending of the rendering mode of the animated object, etc. Beware of the misunderstanding between texture 'skin' and animation 'skin' (the data which links a vertex to their bone). By the way, why such a limitation to only one material per skinned object (for a heavy polygon mesh, the overload of 'more than one' texture to upload on a PS2 is not so heavy) ? -----Original Message----- From: gam...@li... [mailto:gam...@li...]On Behalf Of R & D (GameBrains) Sent: 20 November 2001 06:19 To: gam...@li... Subject: [GD-Consoles] Textures vs. Polygons 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 _______________________________________________ Gamedevlists-consoles mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-consoles _______________________________________________ Gamedevlists-consoles mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-consoles |