thegrommit on 29/12/2003 at 05:46
Quote:
Originally posted by ZylonBane Ummm... and how exactly would you be able to tell that?
Because they look stretched. For example, take a look [SPOILER]at the walls in Antarctica and compare them with the tunnel openings. (
http://members.rogers.com/thegrommit/dx2_snow.jpg) CLICK for a 500KB image - albeit an exaggerated example.[/SPOILER] A similar effect can be seen on Alex' outfit (look at the arms).
ZylonBane on 29/12/2003 at 20:11
You... errr..... you do actually understand how texture-mapping works, right? :weird:
thegrommit on 30/12/2003 at 02:52
Quote:
Originally posted by ZylonBane You... errr..... you do actually understand how texture-mapping works, right? :weird:
And exactly how would that explain the pixelated textures on Alex' costume? Especially given that they are only used in one place (on the player model).
[edit] Post reinstated. Go ahead and respond, but I'm not particularly interested in being used as a stalking horse by someone who doesn't like the game.
ACT SMILEY on 1/1/2004 at 00:09
erm zb for that example, they should either have used a bigger bloody texture or tiled, quite simply. and if they aren't gonna have detail textures then they better have a bloody big texture not just same one.
Scarlett on 1/1/2004 at 00:13
The texture looks like that because of the way it was mapped on the geometry, thegrommit (which i agree looks like total shit). To make a judgement like what you're trying to make, you'd have to judge from the actual texture resource, non-mapped. When it's mapped, the designer can stretch the image out all over the place, as displayed.
It's really pathetic though, these people are suppose to be professionals? They take no consideration for texture detail balance... ugh, i think they've actually done worse than the Morrowind designers there...
vesuvius on 1/1/2004 at 18:35
but it's possible to either have a higher res version of the texture to use on large-scale geometry without repetition, or to have a seamless tiling of a smaller texture, either way the result would be something that looks far better than that P.O.S., or they could make the walls faceted. I would rather have something with obvious planes and obvious polygons that has realistic texturing, than a realistic shape with crap textures