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Need some advice on decals in max
show user profile  Paunescudanutz
I applied for a job as an environment artist and they gave me a test, I am supposed to do a low poly environment, and all the buildings in it have to look abandoned and damaged, because of the low poly limit and the low texture limit and some other restrictions I kind of ran out of tricks, i've modeled the place but it doesn't look that deteriorated, so i decided to make it look so using decals, and it actually works, but the thing is that i have to use them all over the place like crazy.

So my question is: How efficient are decals in general? I am building the scene in max using a viewport shader they gave me and nobody specified any kind of optimization restrictions besides the poly-count and texture count. So is it ok to use decals all over the place to make things look nice or not?

Thanks!
PS:the method used for decal transparency is alpha_blend if it makes any difference.


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<---~( Daniel )~--->


read 377 times
7/4/2013 1:31:10 AM (last edit: 7/4/2013 1:31:10 AM)
show user profile  9krausec
I'm no low poly genius, but isn't this what normal maps are for? Is this in one of your restrictions?




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read 369 times
7/4/2013 1:53:49 AM (last edit: 7/4/2013 1:53:49 AM)
show user profile  Paunescudanutz
i have to stay below 20 textures for the whole thing, so i can't afford normal maps and almost everything is tiled and blended using vertex color(i can only blend 2 textures in one material). So i can't sculpt the damage on objects because they are not uniquely mapped.

But i can use normal maps in general of course.

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<---~( Daniel )~--->


read 364 times
7/4/2013 2:04:10 AM (last edit: 7/4/2013 2:05:24 AM)
show user profile  herfst1
I would think that not using decals will speed up the engine slightly.

If I were you I'd put the damage and wear 'n tear into the diffuse and specular and normal maps, and just leave it at that.

You'll only earn brownie points making something more efficient.

What game/company btw?
read 333 times
7/4/2013 10:08:20 AM (last edit: 7/4/2013 10:08:20 AM)
show user profile  Paunescudanutz
i'm using tiling textures for the buildings so i can't add too much damage on those, it will repeat like crazy, and if i don't use tiling textures then i can't stay in the texture limit which is 20.
Any more suggestions?

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<---~( Daniel )~--->


read 326 times
7/4/2013 11:17:40 AM (last edit: 7/4/2013 11:17:40 AM)
show user profile  LionDebt
What's your texture size limit?
read 324 times
7/4/2013 11:37:30 AM (last edit: 7/4/2013 11:37:30 AM)
show user profile  Paunescudanutz
2048, but i shouldn't use those only in extreme cases, and the scene is supposed to be viewed from something like a 3'd person or even first person perspective.

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<---~( Daniel )~--->


read 318 times
7/4/2013 12:01:13 PM (last edit: 7/4/2013 12:01:13 PM)
show user profile  herfst1
I still don't understand why you have to use tiling textures, a 2k texture limit for a building should be enough.

How many buildings? How big?

One thing with decals, you could be tricky and re-use the same ones over and over, just overlap the 2nd UV channel's uv's a bit, like Zman did for his Knight thing.
read 315 times
7/4/2013 12:15:09 PM (last edit: 7/4/2013 12:15:09 PM)
show user profile  Paunescudanutz
1)there's not enough detail in a 2k texture for one building viewed up close, its around 20 meters tall.
2)it would require too many unique textures for the rest of the buildings and i would go out of my budget.
3)i can't use a 2k texture for every single building, that would be too much.

I am using the second channel already and the shader won't allow me to use the third.

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<---~( Daniel )~--->


read 313 times
7/4/2013 12:25:03 PM (last edit: 7/4/2013 12:25:03 PM)
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