Building the models
Densities for high resolution
Section titled “Densities for high resolution”The face size for the high-resolution models was set to 2mm <sup>2 </sup>, that is:
| Faces / sq ft | |
|---|---|
| Model | 1 475 |
| Terrain |
Texture resolution
Section titled “Texture resolution”48 400 px2 (220px x 220px) per 1 ft2
Resolution for web publishing
Section titled “Resolution for web publishing”Publishing on lock21.info/modele starts from the most detailed export of each zone. The publishing pipeline (tools/publish-model/) simplifies it on its own: I no longer have to export a separate “web” model.
Faces / area ratio
Section titled “Faces / area ratio”| Faces / m2 | Faces / sq ft | |
|---|---|---|
| Model (most detailed level) | 3 000 | ≈ 279 |
| Terrain |
The distant levels are lightened even more: about 40,000 faces per zone for the coarsest and 150,000 for the intermediate one. The fine detail comes mostly from the texture.
Relief (zebra mussels)
Section titled “Relief (zebra mussels)”For the relief of the mussels (1 to 3 cm) to stand out in the viewer, you need a fine geometry export, with edges of about 1 cm or less (e.g. zone 12: 13 M faces, about 7 mm). This export doesn’t need a texture and must come from the same chunk as the published export. With depth maps in low quality, the model stays too coarse, even with lots of faces: that’s why I’m redoing zone 4 in medium quality.