Development > Artwork
Artwork needed
Mattn:
thanks a lot.
we are using the alpha channel to encode the height - for parallax mapping.
Sandro:
p0ss, are you sure about the alpha channel being the reason for file size increase? Most likely, the reason is jpeg->png conversion. Remember, png is the lossless format, so it takes more space than jpeg.
BTW, which png optimizer you are using? A quck run of pngout over the tex_nature.zip you just posted saved about 330 kilobytes. Not much, but that's still an improvement. Maybe you will try this program?
And thanks a lot for providing the normalmaps!
p0ss:
--- Quote ---BTW, which png optimizer you are using?
--- End quote ---
I'm using the "save for web" plugin for GIMP, it shrinks png 8 quite a lot, but png 24 is huge, I'm yet to find anything that decreases the size of a png 24 significantly.
--- Quote ---we are using the alpha channel to encode the height - for parallax mapping.
--- End quote ---
I just did some reading up on parralax mapping vs normal maps, I understand the difference now, thanks :) I'll make sure to encode an alpha channel in all the normal maps i do for OGA now :)
H-Hour:
Complexity of a normal map will effect its file size more than anything. Not every bump has to be "bumped", and if you keep normalmaps fairly clean you'll find they can be very small. Of course, some textures will require more involved normalmaps, but many won't. See the attached normalmap, 512x512, only 12.3kb, and it still bumps quite a few elements.
Mattn:
may i ask you p0ss how you created the normalmaps? you should create a heightmap first, and should not "just" call the normalmap plugin on the (diffuse-) texture. that will not produce good looking results. i haven't yet checked every of your normalmaps, but some looked like you didn't create a heightmap before. btw. if you created heightmaps, please also submit them as sourcefiles (with layers and so on)
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