RE: [Algorithms] Highest Quality Look for 3-d Characters
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From: Matt H. <ha...@ui...> - 2001-01-02 23:00:34
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Fnatastic tips! I have not used bump maps in real-time engines enough to make decisions about their performance. What links or demos do you know of that I can see more the results of such an implementation. Best Regards, Matt -----Original Message----- From: gda...@li... [mailto:gda...@li...]On Behalf Of Peter Bertok Sent: Tuesday, January 02, 2001 2:46 PM To: gda...@li... Subject: Re: [Algorithms] Highest Quality Look for 3-d Characters Try per-pixel lighting through bump-maps and DOT3 blending. I've seen some amazing stills at Microsoft Research, where they took 1M polygon models, reduced them to a few thousand, and stored the difference in a bump-map. There is also silhoutte rendering, but it looks pretty complicated to implement in practice. IMHO, bump-maps give the best results for the effort required to implement them, and DX8 vertex/pixel shaders make them easier then ever. ----- Original Message ----- From: "Matt Harmon" <ha...@ui...> To: <gda...@li...> Sent: Wednesday, January 03, 2001 6:08 AM Subject: RE: [Algorithms] Highest Quality Look for 3-d Characters > Eric, > Thank you for your excellent response. It sounds like the lighting has the > biggest effect on the quality of a 3-d model. Do you have any thoughts on > customization to light routines to maximize visual quality? > > > Best Regards, > Matt > > -----Original Message----- > From: gda...@li... > [mailto:gda...@li...]On Behalf Of Eric > Maslowski > Sent: Saturday, December 30, 2000 8:33 AM > To: gda...@li... > Subject: Re: [Algorithms] Highest Quality Look for 3-d Characters > > > Well, asking on how to make something better is completely relative. Without > seeing what you're using as a point of reference, makes it a little > difficult to > assess what might be "wrong". Anyway, here's some of the things that I've > personally encountered: > > - if a real-time preview program isn't an option for your artists, make sure > they don't judge the visual quality of the character based on renderings but > rather the characters appearance in the viewport. Renderings typically use a > form of shading that is better than what your engine can provide. Viewports > typically use Garaud(sp?) shading which allows for a much more accurate > representation of the character > > - When creating the character, have your artists setup a "extreme lighting > conditions" scenario. This would include lights of high intensities in odd > positions. This will allow your artists to better understand how light is > falling on each polygon. In polygon modeling, each edge is extremely > important > for getting the right appearance if any lighting other than ambient is used. > > - if your engine can handle it, use geometry detail instead of texture > detail. > IMO texturing detail will always look artificial and "off". It looks > particularly odd when moving between lighting conditions since alot of the > highlights and shadows are "burned" into the texture. If you use a little > more > geometry and let the lighting engine figure out the highlights and shadows, > then > I personally think that the art will be better for it. Plus, your character > can > then be dropped into any lighting condition without concern for the > highlights > and shadows looking "fake". > > - good animation! If a character has truly wonderful, believable animation, > then > it's appearance seems to increase ten-fold. From experience, is seems that > many > people seem to ignore many imperfections in a model if the animation is > really > well done. > > - simpler textures. This goes along with the statement above regarding > geometry > detail and is mostly for characters. for environments, I think that alot > more > attention to detail in the textures is good if a decent mipmapping scheme is > used. For example, from the distance the texture looks smooth, but as you > get > right up to the wall it becomes course with all the nooks and crannies of a > typical wall. The Serious Sam engine did this very well. > > - Try to avoid resampling textures. This saves some cycles and provides more > consistent visual quality. > > - some form of shadows is a must in my opinion. Shadows anchor a > character/object to the ground and provide essential depth cues. I all you > can > afford in terms of processing time is to drop a flat circle beneath the > character, do it. It's far better than nothing at all. > > I hope this is of some help. Take care > > Cheers > > E. > > Matt Harmon wrote: > > > When using a real-time engine that supports, for example, OpenGL and > > DirectD3D, what is the best advice I can give to 3-d artists to make it > look > > as best as possible? > > > > I'm rendering out a 3-d character, and he looks pretty good. I'm > wondernig > > how much can be done with Texture Maps, Polygon COunts/Bezier Curves, > > Lights, Effects (Shadows, specular, etc.) to make him look even better or > > more realistic. > > > > What technologies are used to maximize the overall look of rendered > > characters or environments? What tricks are required in texture maps to > > make them look best? What is the ideal light setup? What can I do with > > software to increase visual quality? > > > > I hope my question is coming out clearly. I'm trying to decide if a 3-d > > character can look better, and I think it can, but how? > > > > HAPPY NEW YEAR! > > matt > > > > _______________________________________________ > > GDAlgorithms-list mailing list > > GDA...@li... > > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > _______________________________________________ GDAlgorithms-list mailing list GDA...@li... http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |