(06-11-2016, 04:40 AM)rlaugh0095 Wrote: [ -> ]Sweet! I'll give it a try after I reach the finalizing stage. 
Anyway, my latest screenshot. I've been working on Kakariko village.
Also ignore the face texture. I've been doing some experimenting on making a realistic face. (Pores and all). It has been a battle, but im getting close to figuring our. The only issue im having is finding a way to make his eyebrows look legit.
As for the ground texture, I opted out of using displacment for technical reasons, using only the nrm to give it a sense of depth. The cliff texture, is using displacment though. Im using it sparingly, taking advice from some of my past critics and I got to say, I think it's coming along great. I would have showed off more of the town, but I still have to do all the wood and 1 house texture.
Consider experimenting with
custom mipmaps. Custom as in not just a downscaled version of the same texture, but a modified/different "texture". You can control the distance of these mipmaps via anisotropic filtering--mipmaps with AF@1 will be closer to the screen than with AF@16.
This can produce some interesting results. BrunoFBK did this in his
Xenoblade textures. (Link to his youtube video, his textures are used in the one of the Xenoblade texture packs on this forum).
Although I think you're already aware of this "trick" in that texture pack. Just wanted to remind you but mostly I wanted to bring it to more people's attention. I think it's a great tool for us artsy fartsy people

One Idea I had was displacement maps only on base texture and not being applied to mipmap levels, or only on 1st mipmap level to really enhance the icy/wet/metalic textures as shown in the video above.
I'd love to see someone actually combine this with material maps and other new features added to Ishiiruka.
This can also, in theory, improve performance, however small that improvement might be.
And since I'm talking about anisotropic filtering, using AF@16 is a bad idea... but only with custom textures.
This is totally my opinion!.
Allow me to explain.
Games have different texture sizes, obviously, and most custom textures are at a much higher resolution than the textures they replace in <insert game here>.
Because each game has different texture resolutions, so are their mipmaps. Each game's engine is configured in a way that loads X mipmap and Y distance/angle. One game may transition 50 feet in front of the player/screen, and another might instead transition at 10 feet.
Dolphin/Ishiiruka's Anisotropic filtering option just prorates this transition point further away. This is a
good thing for PC gaming in general, and mostly holds true for Dolphin/Ishiiruka.
But these high resolution textures are the exception!
Because of the resolution there are more pixels which means we can have far more
fine details visible, like better looking blades of grass or smaller gravel. Naturally, this looks great when up close. This also means the mipmaps for this texture will also be a much higher resolution.
For illustration purposes in the following, let's say we have a 2000x2000 grass texture that would be tiled in-game.
With AF@16 you see this 2000x2000 texture cover more area since the first mipmap transition point has been pushed x2.5 further away than it was with AF@1.
You are not going to fit/scale this 2000x2000 texture in a 300-500 pixels² (pixels squared) of your display that it is being rendered in.
When this happens you get texture crawling/shimmering/aliasing. Very noticable during movement, thus the crawling/shimmering descriptor. It's worth noting that the these problems are focused on the fine details so this totally depends on the art style of a texture--high resolution textures in styleized games like, Mario games, won't have the fine details of something that was going for realism would have.
This is why mipmaps continue to exist, to address these types of artifacts. AF@16 has not had an impact on performance since late AGP video card days.
And this ends my explanation.
TL;DR: Using AF@16 with texture resolutions that are more than twice your render resolution is actually a
decrease in image quality.
Example A: 4026x4092 textures have to many pixels to fit inside 1920x1080
Example B:
Xenoblade UltraHD Environment pack (8192x8192)) at 1920x1080
Example C: Using Xenoblade texture pack as example, compare UltraHD@native vs Core-only@native.
Normally I'd just give screenshot comparisons for proof, but to me this is just so self explanatory that I don't feel that it is necessary. That and it would be like comparing two downscales using nearest neighbor but starting at a different corner (coordinates starting at top left of screen vs the bottom right; same fartifact pattern just starting at a different point which makes both look different of each other).
*Not an edit*
Fartifact. Thanks typo, I have a new favorite word.
It's worth noting that this