Development > Artwork

Yet another try at this (in Blender)...

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Kildor:
very nice!

Destructavator:
Thanks!

Now if I can just find a way to reduce the size of the source files - the high-res renders (there are five of them) are huge at around 5 MB or so each, but if I scale them down the techniques I use for mapping the textures doesn't work as well.  I'd like to put it all in the data source, but as of now it would take up a lot of space.

That and I also plan to make other versions, different hair, some with a mustache, etc...  Which would take up a lot more space.

Kildor:
may be make one large xfc.gz file with all versions as layers? Should it decrease the size?

Destructavator:

--- Quote from: Kildor on May 03, 2010, 06:58:15 am ---may be make one large xfc.gz file with all versions as layers? Should it decrease the size?

--- End quote ---

Well, as it is right now the large graphic files are packed into one Blender source file, although Blender doesn't require files to be packed to do what it does - So your suggestion might help, certainly worth a try.

Part of the problem is that the high-detail images are large PNG files (4096 x 4096) which are not similar - they are much like the first two attached graphics in the first post, one for the front of the face, one for the left side, one for the right, one for the back of the head, and one for the top.  I also need an alpha channel for the technique I used, which is why I can't simply use JPEGs.

I suppose I could try TGAs and compare the filesize, as those also have an alpha channel.

Then again, if GIMP stores pictures in it's own format in a compressed form, your suggestion might still work.

Hmmm...

Mattn:
nice - export it to md2 please - even if we only use it as civilian head in 2.3 because there are no helmets yet, this would add some variety to the game.

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