Facebook Twitter YouTube Frictional Games | Forum | Privacy Policy | Dev Blog | Dev Wiki | Support | Gametee


Thread Rating:
  • 1 Vote(s) - 5 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Modern kitchen models
OriginalUsername Offline
Posting Freak

Posts: 896
Threads: 42
Joined: Feb 2013
Reputation: 34
#11
RE: Modern kitchen models

Done!
I've retextured everything (Mostly upping the quality) and I'm kind of done. I'm still not happy with the stove's textures, but I'm definitely going to fix it. Let me know what you think!
(This post was last modified: 04-19-2013, 09:30 PM by OriginalUsername.)
04-19-2013, 04:00 PM
Find
Streetboat Offline
Posting Freak

Posts: 1,099
Threads: 40
Joined: Mar 2011
Reputation: 56
#12
RE: Modern kitchen models

Fantastic stuff Smile

[Image: signature-2.png]
04-19-2013, 07:59 PM
Find
OriginalUsername Offline
Posting Freak

Posts: 896
Threads: 42
Joined: Feb 2013
Reputation: 34
#13
RE: Modern kitchen models

(04-19-2013, 07:59 PM)Streetboat Wrote: Fantastic stuff Smile

Haha, thanks!
04-19-2013, 09:29 PM
Find
Statyk Offline
Schrödinger's Mod

Posts: 4,390
Threads: 72
Joined: Sep 2011
Reputation: 241
#14
RE: Modern kitchen models

I'd give the stove a bit of a redo. And 512x512 should be fine, but 1024 would be max for objects like these. They're about half the player's height I assume, so no larger than 1024. But it's mainly the model that bothers me the most. the stove itself looks larger than everything else. Try sizing up the stovetop and door. It feels more like a furnace.

Keep at it! Kitchen models are quite lacking here.

Also, I like your signature. Can't get enough of Monstercat (Mostly Televisor. Eargasm) =]
(This post was last modified: 04-20-2013, 06:33 AM by Statyk.)
04-20-2013, 06:33 AM
Find
OriginalUsername Offline
Posting Freak

Posts: 896
Threads: 42
Joined: Feb 2013
Reputation: 34
#15
RE: Modern kitchen models

(04-20-2013, 06:33 AM)Statyk Wrote: I'd give the stove a bit of a redo. And 512x512 should be fine, but 1024 would be max for objects like these. They're about half the player's height I assume, so no larger than 1024. But it's mainly the model that bothers me the most. the stove itself looks larger than everything else. Try sizing up the stovetop and door. It feels more like a furnace.

Keep at it! Kitchen models are quite lacking here.

Also, I like your signature. Can't get enough of Monstercat (Mostly Televisor. Eargasm) =]

Oh, okay. I just made everything 1920x1920 though. Would it hurt to keep it that way or would it cause performance issues?
Haha, thanks! I'm changing it every day though Wink
04-20-2013, 07:52 AM
Find
OriginalUsername Offline
Posting Freak

Posts: 896
Threads: 42
Joined: Feb 2013
Reputation: 34
#16
RE: Modern kitchen models

Added a counter with sink!
Going to remake the stove now..
(This post was last modified: 04-20-2013, 02:20 PM by OriginalUsername.)
04-20-2013, 02:19 PM
Find
Acies Offline
Posting Freak

Posts: 1,643
Threads: 60
Joined: Feb 2011
Reputation: 73
#17
RE: Modern kitchen models

My suggestions:
1. Make all textures 1024x1024.
a. You are currently using 1920x1920 - which ultimately will be recognized as a 2048x2048, which is a little too large. Use 512x512 or 1024x1024 for most of your models you make. If you make something "really cool" or a character a 2048x2048 might be warranted.

2. Make all textures .dds files
a. That way you can include "mip-maps" in the saved format. Mip-maps are smaller versions of your texture, which are used when you are looking at the modeling from a greater distance (creating better performance). The .jpeg format takes more space when loaded into video memory I believe and your computer has to "create mip-maps on the fly" - which ultimately means longer loading times.

3. Place all models in the same folder, or use the material editor to load textures/materials which occur in several models from the "same file". You currently have multiple instances of "the same texture".
a. It saves harddrive space, I'm not sure if it saves video memory space. : ]

4. Try creating specular maps. They can give nice life to your materials.

5. Work a little more on your metal texture.


If anything is unclear, or you're not sure "how to do it" I can either answer it or put up a short tutorial. Keep on modeling! Good work!

[Image: mZiYnxe.png]


04-20-2013, 03:23 PM
Find
OriginalUsername Offline
Posting Freak

Posts: 896
Threads: 42
Joined: Feb 2013
Reputation: 34
#18
RE: Modern kitchen models

(04-20-2013, 03:23 PM)Acies Wrote: My suggestions:
1. Make all textures 1024x1024.
a. You are currently using 1920x1920 - which ultimately will be recognized as a 2048x2048, which is a little too large. Use 512x512 or 1024x1024 for most of your models you make. If you make something "really cool" or a character a 2048x2048 might be warranted.

2. Make all textures .dds files
a. That way you can include "mip-maps" in the saved format. Mip-maps are smaller versions of your texture, which are used when you are looking at the modeling from a greater distance (creating better performance). The .jpeg format takes more space when loaded into video memory I believe and your computer has to "create mip-maps on the fly" - which ultimately means longer loading times.

3. Place all models in the same folder, or use the material editor to load textures/materials which occur in several models from the "same file". You currently have multiple instances of "the same texture".
a. It saves harddrive space, I'm not sure if it saves video memory space. : ]

4. Try creating specular maps. They can give nice life to your materials.

5. Work a little more on your metal texture.


If anything is unclear, or you're not sure "how to do it" I can either answer it or put up a short tutorial. Keep on modeling! Good work!

Alright, I'll definitely try those things out. I think I already have the texture files in .dds format, so that shouldn't be a problem.
Oh wow. I didn't realize that was possible Tongue I'll do that right away.
And I'm still learning, so I don't know how to create them yet Tongue I'm going to learn though, thanks!
What do you mean with 'work on my metal texture'?

EDIT: download link updated. I deleted all the unnecessary .dds files. Thanks!
(This post was last modified: 04-20-2013, 03:50 PM by OriginalUsername.)
04-20-2013, 03:29 PM
Find
Acies Offline
Posting Freak

Posts: 1,643
Threads: 60
Joined: Feb 2011
Reputation: 73
#19
RE: Modern kitchen models

Your wood texture looks like wood. Your metal texture is a good start, as a base, but it doesn't look like metal yet. The specular is an important part of that of course ~. But in short you need to add a specular texture and more detail to your diffuse metal texture (possibly overlay a weak image of metal on it).

[Image: mZiYnxe.png]


04-20-2013, 04:01 PM
Find
OriginalUsername Offline
Posting Freak

Posts: 896
Threads: 42
Joined: Feb 2013
Reputation: 34
#20
RE: Modern kitchen models

(04-20-2013, 04:01 PM)Acies Wrote: Your wood texture looks like wood. Your metal texture is a good start, as a base, but it doesn't look like metal yet. The specular is an important part of that of course ~. But in short you need to add a specular texture and more detail to your diffuse metal texture (possibly overlay a weak image of metal on it).

Okay, I got it. Is there a easy way to do this in GIMP? Like there is a easy way to do it in photoshop
04-20-2013, 04:44 PM
Find




Users browsing this thread: 2 Guest(s)