Comments on: A way to visualize mip levels Ahh, so true. I have a good feeling that showing my friendly neighborhood artistguys these mipmaps they will be much more accepting of their works exclusion. Whats better is that they can even balance it themselves. One less thing to think about ;) Ahh, so true. I have a good feeling that showing my friendly neighborhood artistguys these mipmaps they will be much more accepting of their works exclusion. Whats better is that they can even balance it themselves.

One less thing to think about ;)

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By: Sepul/2011/05/03/a-way-to-visualize-mip-levels/#comment-3589 Sepul Wed, 04 May 2011 21:00:56 +0000 Have used this in the past, but the reason we moved on is we established a simple area to pixel size ratio for textures in order to create a similar detail level across the games. To me the colored approach is helpful, but not entirely used because it's very general and depending on how your camera is used in game the colored approach can be confusing. Ala, third person, first person, ability to zoom in and out whatnot. Honestly i think it would be more helpful for artists if you could just kick out a list of textures that are "oversized" then they could run down the list. The list could be based on the original pixel density you are going for in your game. Makes it easier to track too. So in essence i would keep what you have and add something like i mentioned to make the colored mode more useful. Also you have to keep in mind that if you shrink things(albeit if they are killing the game then shrink them!) your layout will change inside the texture no matter what you do. So sharp highlights or details would be gone in an upfront view, so you might lose quality for the sake of saving some k. If it is totally necessary then yep do it, but if you can get by, runs okay and looks great be careful is all i am saying. Have used this in the past, but the reason we moved on is we established a simple area to pixel size ratio for textures in order to create a similar detail level across the games. To me the colored approach is helpful, but not entirely used because it’s very general and depending on how your camera is used in game the colored approach can be confusing. Ala, third person, first person, ability to zoom in and out whatnot. Honestly i think it would be more helpful for artists if you could just kick out a list of textures that are “oversized” then they could run down the list. The list could be based on the original pixel density you are going for in your game. Makes it easier to track too. So in essence i would keep what you have and add something like i mentioned to make the colored mode more useful. Also you have to keep in mind that if you shrink things(albeit if they are killing the game then shrink them!) your layout will change inside the texture no matter what you do. So sharp highlights or details would be gone in an upfront view, so you might lose quality for the sake of saving some k. If it is totally necessary then yep do it, but if you can get by, runs okay and looks great be careful is all i am saying.

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By: Tim Holman/2011/05/03/a-way-to-visualize-mip-levels/#comment-3561 Tim Holman Wed, 04 May 2011 06:12:48 +0000 Smart and simple. I love it. Thanks. Smart and simple. I love it. Thanks.

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