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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