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When to model, when to texture


wilky9
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It sounds simple, but I'd say if it is close to the camera, you might consider modeling it, if it's mid to backround, a map will probably do. It also depends on the resolution that your are shoot for.

 

That's funny about the feet/inches thing....I think working in metric sucks :)

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That's funny about the feet/inches thing....I think working in metric sucks :)

 

If you speak to any architect, draughtsman, builder, or anyone else who changed from imperial to metric in the UK all those years ago, they will tell you metric is a much better system once you get used to it.

 

It's just so much simpler and less cluttered. I can't understand why the US still uses fractions!?

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Any rules of thumb as to when you should model details, and when you should fake them with a texture map? Specifically, in 3DS Max.

 

PS. working in inches/feet sucks! :mad:

 

I blame americans for pretty much everything thats crap in the world (global tyranny etc) but what really gets my goat is the fact that 3dmax/viz gets everybody all confused with "convert to file units" questions upon opening files just because the yanks cant count in tens.

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I blame americans for pretty much everything thats crap in the world (global tyranny etc) but what really gets my goat is the fact that 3dmax/viz gets everybody all confused with "convert to file units" questions upon opening files just because the yanks cant count in tens.

 

ooooh! I'm ducking out now!

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I blame americans for pretty much everything thats crap in the world (global tyranny etc) but what really gets my goat is the fact that 3dmax/viz gets everybody all confused with "convert to file units" questions upon opening files just because the yanks cant count in tens.

 

And a good morning to you, as well. Go ahead and blame us. Who do you think we learned it from?

 

However, please do not blame all Americans for the poor products and cut-throat business policies of one company (well, two really) that happen to be based here.

 

Enjoy your work in metric, where a misplaced dot means a huge error. It may be more complicated, but I'm doing fine with my measures in, what's that system called again? English units. Otherwise known as Imperial, which brings me full circle.

 

Besided 'how close will I be' as a determination of model vs texturemap, you also have to think about movement around something. Will you see it turned enough to reveal the flat texture? A texture locks in light/shadows which can help keep down the GI overhead, but then does not allow you to change lighting later.

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Thanks to everyone who responded. I didn't mean to get into a metric vs. imperial deathmatch type thread, I was just voicing my frustration with the arbitrary "foot" measurement :p . I am used to painting textures for low-res game models, so the freedom to use larger amounts of polys is hard to get used to.

 

Thanks Mark, for the unit conversions link, that will come in handy. Here's one for you: Wood Workshop a free seamless wood texture generator.

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And a good morning to you, as well. Go ahead and blame us. Who do you think we learned it from?

 

However, please do not blame all Americans for the poor products and cut-throat business policies of one company (well, two really) that happen to be based here.

 

Enjoy your work in metric, where a misplaced dot means a huge error. It may be more complicated, but I'm doing fine with my measures in, what's that system called again? English units. Otherwise known as Imperial, which brings me full circle.

 

QUOTE]

 

Lol, I love you guys and your gung-ho mis-placed patriotism. Touche about imperialism, we Brits did get a bit miffed during a vast chunk of the last millenium and go stamping all over the globe didnt we?

 

A sensible answer to the original question would be: what spec is your machine and what is the close up detail? If the close up detail is shiny and your machine aint too great, then its textures. With modern machines, polycount aint really a big deal any more. Its more about sample rates/subdivisions etc.

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