Hi all,

I made some tests to obtain a higher detailed model of the gothic woman.
I updated the base texture from 512x512 to 1024x1024, added normal and
specular maps, and jumped from 2300 triangles to 13700 for the mesh. It
looks obviously better, the frame rate doesn't seem to suffer a lot (at
least on my machine and with the viewmesh level), but the loading time
is longer.

Here is the blender file:
http://www.tele.ucl.ac.be/~cvb/CS_Gothic_Woman_b2cs_high.blend
Here is the file generated by b2cs:
http://www.tele.ucl.ac.be/~cvb/gothic_woman_high.zip

I also discussed with a friend of mine with some Blender knowledge, and
he's OK to spend some spare time helping us to improve the model, like
working on the textures, the UV mapping, the normal maps, etc. We have
some questions about all of that and we will need some advices.

Here is the state of the base model: it has one main body (the woman),
then two sub-bodies for the skirt and the hairs. The main body has one
texture (512x512) while the skirt and the hairs are on another texture
(512x512 too). The skirt + hairs also use another texture for the alpha
channel. So 3 textures in all.

* 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?

* 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?

* 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)?

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

* What do we do with the skirt and hairs that are separated meshes and
are not exported properly by b2cs? Do we have to join them with the
body? Do we have to pack the textures of the main body and skirt + hairs
on the same texture? In that case, how do we handle the alpha map (only
skirt + hairs need it)? Otherwise, is it possible to display a mesh with
two textures and two shaders, or a hierarchy of meshes?

All other comments are of course welcome.

Regards,
Christian



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