18-01-21, 00:02 | #561 |
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Joined: Sep 2018
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I use TE so TRNG would be the one, I would like to know the exact number, so if anyone knows
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18-01-21, 18:52 | #562 |
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TRNG can handle up to 8192 vertices per mesh.
But Strpix can handle only about 1000. This is not recommended for an outfit btw... And also keep in mind that the engine snaps vertices to integer coordinates. And that means small details in the mesh will get distorted. (Not really just the engine I think... STRPix does it as well. I'm not sure how it works.) Last edited by Titak; 18-01-21 at 20:25. |
18-01-21, 19:25 | #563 | |
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Quote:
Only TRC (and hopefully TR5Main) handle float point coordinate values as far as I am concerned. /EDIT This is the outfit I came up with for my upcoming project It bears elements from FMV Lara outfit and Joey79100/Poyo's ponytail and elements from my previous map incorporated into it Last edited by Richard_trle; 19-01-21 at 08:39. |
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19-01-21, 17:53 | #564 | |
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Quote:
Oh, well what would be recommended then? And how much trouble using 1000 or 8192 vertices would bring to me? Last edited by HaniHeger; 19-01-21 at 17:55. |
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19-01-21, 18:47 | #565 |
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^
Well, like I said already, vertices of small details will be snapped to integer values, thus distorting the meshes or even merging vertices together if they are very close. So adding that much detail to a Lara model would be a waste of time. Plus the holes where the joints connect can only have 11 vertices. To give a good idea of what is a decent amount of vertices, check models that look high res to you. You'll see the the high res look is often accomplished through textures and not the amount of vertices per mesh. And since the engine is not optimized at all, such high res objects can also cause lagging. Especially when having a bunch of them together in one (larger) area. Perhaps some other bugs might appear as well. Or hitting limits faster. |
19-01-21, 18:56 | #566 |
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Top post is now updated with a new header, also I'm loving everyone's outfits so far!!
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20-01-21, 08:06 | #567 |
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Looks good Richard but she looks stoned. Maybe whiten the eye textures a bit?
That gradient (?) eyeball textures really stands out comparing to the 1 pixel skin texture |
20-01-21, 16:03 | #568 |
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^ agree and i also think her head is way too big
something like this would improve it: |
20-01-21, 16:45 | #569 |
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07-02-21, 06:00 | #570 |
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Joined: Feb 2009
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@Richard I'm glad you got your outfit working! I forgot to answer your last PM about it but obviously you figured it out.
These pants textures took forever to sort out, but I finally got them looking presentable. You wouldn't think these jointed outfits take that much work, but making the existing textures fit on different meshes is a pain in the ass. Just for these pants I exported each original individual texture, put them together in Photoshop to make a map/atlas, made some edits, cut out new textures, saved them, reimported each individual texture and applied it, tested in-game but it didn't look quite right, went back to Meta and edited my meshes to accommodate the textures more easily, started over with the editing/cutting process in Photoshop, saved them again, reimported, etc etc etc. Also props to Core, they didn't just mirror the textures from one leg onto the other, BUT that also made more work for me. All to have pants that basically look the same as they did in 1998 ANYWAY the torso textures on the TR3 Nevada outfit are literally awful, so I'm thinking I'll just edit the TR2 home top. IDK why they didn't do that in the first place TBH. |
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