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Author Topic:   Texture question. How many tiff's is to many??
Razer
Pilot
posted 07-17- 10:25 AM     Click Here to See the Profile for Razer   Click Here to Email Razer     Edit/Delete Message   Reply w/Quote
I've been working on the mapping of the P-39 and i've been wondering, how many tiff's is to many? I want to do a nice high res scheme for it but i've already filled 3 tiff's and i could use another since i'm running out of space.

Since it's just a fighter, should i not use more then 3?

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Tony "Razer" Martin

http://www.fshangar.com

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Laika 801
Pilot
posted 07-17- 12:08 PM     Click Here to See the Profile for Laika 801   Click Here to Email Laika 801     Edit/Delete Message   Reply w/Quote
I would say 3 is "maximum" for outside - I used 3 for the Pe2, but some inside parts are also on the 3 256x256 sized tiff files.

LK

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Tailslide
Pilot
posted 07-17- 12:26 PM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

Try setting the LOT (level of texture) parameters Razer. If you search back in here we had a discussion about it..

TS

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Razer
Pilot
posted 07-17- 06:13 PM     Click Here to See the Profile for Razer   Click Here to Email Razer     Edit/Delete Message   Reply w/Quote
I have 3 256x256 textures right now. 1 for each wing and tail and then one for the fuse with prop , spinner , wheels and a few little things on it. But right now the horazonal stabs are mirrored and you can't paint the bottom different then the top, which will need to be changed before release. But right now i have very little room on the fuse tiff to add that. It's a really nice texture and i figured i could just add the bottom of the tails on a 80x80 tiff later.

Any more idea's?

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Tony "Razer" Martin

http://www.fshangar.com

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JT
Pilot
posted 07-18- 12:51 AM     Click Here to See the Profile for JT   Click Here to Email JT     Edit/Delete Message   Reply w/Quote
Hiya,

Dan and I got away with 2 tifs for the exterior of the P-47, but we had to break up a lot of the textures into parts... this meant we had to deal with some pretty hairy texture mapping situations.

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