Complex UV Layout in Maya
Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
# 76 11-09-2003 , 11:51 PM
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Hmmmm, Only just read this Thread.... Am glad I did because I'm just up to doing the 'Tunnels'. Cheers Scraggy.....

# 77 13-09-2003 , 05:12 PM
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What is the average on-screen poly count? What is the limit? I'd like to know because some of my rooms might be over that limit as is. My circular room is around 3,300 polys triangulated. When you add a bunch of character models and a few items like weapons (since it's as fps) the poly count will be big.


Last edited by Darkware; 13-09-2003 at 05:52 PM.
# 78 13-09-2003 , 05:57 PM
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I wouldn't worry too much. Remember that you're going for a FPS, so if you're view is pointed toward one side of the room, then obviously what's behind you is not on-screen.

EDIT:

Many of the environments I've made for work are in the 10,000 poly range per room if not more.

# 79 15-09-2003 , 02:34 AM
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More questions:

What about lighting? Can we to bake lighting in the texture? Or are we not responsible for it therefore nobody should use light in their final render?

# 80 15-09-2003 , 03:22 AM
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You can bake lighting if you want. Keep in mind that you don't want 50 512x512 textures though.

Remember, your final render should just be a screen grab and not an actual rendering.

# 81 15-09-2003 , 06:25 AM
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I found out that my video card only supports 8 lights in screen grabs, so I have to use them very carefully to light the all scene. I was wondering if I don't want to bake lights in the textures and use the precious 8 lights, would the game engine support it? If so, what knid of light do they support?

# 82 15-09-2003 , 12:19 PM
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hey, that's better than the game i'm working on. lol! We only support 6 lights. user added image

# 83 15-09-2003 , 06:31 PM
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Mike, i'm nowhere NEAR my poly limit, i've been trying to use a little more, i just think that 50,000 may be way to many polys for a little barbarian village. Will i get any extra points for using less? Or should i start decking out my meshes, to give them a little more detail?



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# 84 15-09-2003 , 07:48 PM
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If anyone is making nifty props; fences, tables, window frames, tents, huts, etc etc etc. Keep them after the month is over,I might have a use for them for people to download to put into fan maps.


# 85 15-09-2003 , 09:05 PM
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Add more detail, add more props. Never can have enough stuff.

# 86 15-09-2003 , 09:23 PM
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:saywhat: What's that thing below my avatar? I thought you have to win some tournament to get that....

I've been meaning to ask, are there rules of winning system that I can read about? Like how many times you have to win before you advance to normal and do you get little stars counting if you win more than one challenge? And on what criteria do the site decide if a newcomer fits in noobie or normal? It's probably in the site somewhere I just couldn't find it.

# 87 15-09-2003 , 11:02 PM
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You won last month, remember?

You decide when you're "normal" or not.

Correct me if I'm wrong, Kev, but Normal winners aren't able to win consecutive challenges. Noobie winners probably can.

It also depends on how many people finish. If only one person finishes for Noobie or Normal, then obviously, that person wins by default.

# 88 15-09-2003 , 11:21 PM
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I have more questionsuser added image

We are allowed about 10 512x512 file textures, what about smaller ones? Like how many 256x256? Is it area equivalent like 4 256x256 counts as 1 512x512?

Thanks for the award, do I get more if I win more? user added image

# 89 16-09-2003 , 12:04 AM
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Texturelimits are determined by memory footprint in all games I know of. So yes four 256*256 = one 512*512 given the same bitdepth (actually not quite as some extra information besides the pixels are stored, but generally).


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# 90 16-09-2003 , 12:38 AM
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As stated in the rules, keep in mind the size of your object. A small object can obviously take a small texture.

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