aurick,
I see exactly your point, but lets look at the problem another way, and i only say this to add to your obvious knowledge, as a seriously vaible alternative.
By having 16 textures in 2k size, your right the system does not need to hold as much. But and here is the big but, this basically means in pre-production you have to have all the camera moves down. It unfortunately means less flexibility in terms of the director or DP making ad hoc changes (which always happens).
Further to the above it takes more time, which costs more money in terms of as I said the pre-production, and the modeling and texturing of any / all characters, and thats always a large portion of the cost.
Your point about the memory is well true, but the cost of ram vs the cost of employee time, is well insignificant, as is true for hiring (i got recently mailed) a render farm that charges for excess work 70c per ghz/hr for 150 quad core cpus. Compare those costs with the less involved work in generating one large n/d map for the artist, rather than have to generate 16 or so assuming there are no changes. Added to that the time to test the quality of each map generated. You see it can add to the production time and cost.
If I balance these cost of less flexability and employee costs vs a bit more ram a a bit longer rendering time, as i said its really a non-starter.
Now I admit for the majority of people, your methodology works beautifully, so if anyone elese is reading this apart from us
, aurick’s comments are a very valuable.
But if you need ultra flexibility, mutiple pov, ECU’s etc and have the production budget then this (one ultra map) is a viable alternative, as we all know staff costs are a major impact, and I have yet to meet a dp/dir who doesn’t see the oppurtunities that cg gives and likes to test things out.
I would like to add on a personal note, aurick, thank you for your valuable assistance to me, it’s been a welcome pleasure dealing in this forum. Keep up the good work, as for me, it’s well appriciated.