Modeling Problem

Started by TheBadger, February 12, 2013, 11:32:05 PM

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TheBadger

Hi kadri,
Thanks again for helping to walk me through all of this. Of course I know how to click the buttons in the TG2 UI. But these conversations really help to deepen my understanding when and why I should do/not do things. Even if people have to repeat things to me before it makes sense. I am not proud, I just want to make art that blows people away  :o

As you eluded to and I agreed in an earlier post, using different images for color and displacement maps does make a huge difference. Some of my earlier defeats may have bee related almost entirely to the image I made and used. The new one shows a remarkable difference in the quality and esthetic result while using bump or displacement. But the image its self is also dramatically different from the one in the OP; much more blacks for one.

So this is where its at. Bump and displacement in TG is viable for what I am trying to do. But over all and/or in general, and regardless of system resources, I believe that real modeled geometry will always, will always give better and more specific results; better in terms of "realism". Would you guys agree with this last statement? Is it reasonable?
It seems to me that I have never seen a sculpt look as good in low poly form as it does in high polly, regardless of what software renders the bump and displacement.

So this brings me to the last thing I wanted to try (inspired by klass). If you remember klass did some work bringing in hair to TG2 where the polly count was something like 20million polycount (or something like that).  I am going to try and bring in a fully sculpted section of the corridors and see what happens; since I wont necessarily need bump or disp at that point, it will be interesting to see the results: Hope it will be film quality!
It has been eaten.

Oshyan

It is virtually impossible for bump maps to look as good as displacement or real geometry, if for no other reason than that the edge profiles will be wrong (you will see that the shapes and shadows on the surfaces facing you don't actually affect the edge silhouette, so they're obviously faked). The effect can be subtle in some cases, and the difference then between displacement and bump mapping may be less noticeable, perhaps even hard to distinguish, but ultimately bump mapping really is a fundamentally less realistic approach. It's valuable because it's much faster to render and can work well enough in many circumstances. Like almost everything in 3D rendering, it is a consideration of trade-offs, of how much time you're willing to spend rendering, how much resources you have, and how much it will really affect the end results in your images. Those factors are unique to every scene and image, and to some degree unique to each artist as well, in terms of what trade-offs make most sense to them.

- Oshyan

TheBadger

Thanks Oshyan.
Being able to say with certainty, that something is "always" or never" (one thing or another) is very helpful! Because when there are some borders to work within I can spend more time on things that have a chance of working out well. Veterans of 3D probably know all of these "borders" without having to give it much thought, really they probably don't think about it much at all. They just continue on doing what they know will work.
But for me I really have to ask since there is no way I can test out all of the possibilities. Even so, just from this little work alone I have really increased my understanding, and have a lot of knowledge that I can now apply more broadly.

Learning in public like this can be very humbling. But it is also very effective!

In addition to the massive polycount thing that I mentioned in my last post. I also want to test if making a vertical face with a super high polycount in an object will render faster than a vertical face in the terrain. For low polly the answer is a resounding YES, ABSOLUTELY! But What about 5million polygons? And if it still renders faster, Why? What is the difference?

I suspect you and others already know the answers, please enlighten me, since the results I will get are not going to come with any explanation.

:)
It has been eaten.

Oshyan

When you're talking about "vertical faces with super high poly counts", if they are truly vertical, why the high poly count. ;) I suppose you mean like displaced walls?

- Oshyan

TheBadger

Oh yes, but now that you made the distinction I am curious about it.
It has been eaten.