On 09.10.2009 19:52, Jorrit Tyberghein wrote:
>> * First of all, what is the shader to be used? Is it OK to use the
>> ligthing_default for the body, and ligthing_default_binalpha for the
>> skirt + hairs? Another way to ask it: is it OK to provide diffuse +
>> specular + normal maps, or are there other maps that are more desired?
> 
> I let Frank answer this one.

These maps are fine.
And the _binalpha shaders were made exactly for use with binary alpha
(aka alpha test), so if you want these, that's the way to go.

> 
>> * Once rendered in CS, the colors of the mesh appear a little
>> gloomy/depressive. How can we improve that? Is it to be handled by the
>> shaders, by the lights, by the colors of the texture?
> 
> Same

Well, both. Giving the diffuse map more saturated colors will make it
look less gloomy. But so can do a different light setup (e.g. increased
intensity and/or a slight yellowish tint - like sunlight).

>> * Is 14 000/15 000 triangles OK for a highly detailed model? Do you
>> prefer a model that can run on many hardware, or a model as nice as
>> possible (personally, I prefer the second choice)?
> 
> That number is a bit on the high side but maybe it will work. I would
> first have to try it out to see that. But try to avoid getting higher then 
> this.

For comparison, frankie has ~2000 tris.

> 
>> * What are the best sizes for the textures: 1024x1024 for the main body?
>> 2048x2048? 512x512 for the normals and specular maps?
> 
> Perhaps 1024x1024 for main body.

Depends on the detail you want to have. 1024x1024 would probably already
give you decent detail if the model is well mapped. For comparison
again: the frankie model also has a 1024x1024 map - probably too much
resolution. (Of course, ideally you would give it just enough detail
that it looks good in the typical use case - but I don't think we know
that. Anyway, 1024 sounds very reasonable, 2048 is probably already very
high detail).
I would give all maps the same dimensions.

-f.r.

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