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View Full Version : In-game Texture Sizes: Do's and Don't's


RampanT
11-14-2003, 01:36 AM
Hi all!

I'm currently putting together a portfolio of character models that could potentially be used in-game. However, i was looking for general views on the number, and size of texture maps being used for character models in current games.

I realize that for different styles of games there might be different limits and therefore if you could specify the game type, that would be really helpful. I'm particularly interested to know the sizes that are being used for models in such games as Doom3 and Half-Life 2, as they seem to be pushing the limitations.

I know there'll be lots of newcomers and aspiring artists such as myself that would be grateful for the input of the experienced 'vets' of the forum.

Thanks.

EricChadwick
11-14-2003, 01:40 PM
A good place to do some searches about this, lots of talented pros here...
http://dynamic.gamespy.com/~polycount/ubb/forumdisplay.cgi?action=topics&forum=2D+and+3D+Discussion&number=8

Some good general info on UDN...
http://udn.epicgames.com/pub/Content/TextureSpecifications/

In general terms, many characters use two bitmaps, one for the body, one for the head/face. 1024x1024 body, 512x512 head is a good starting point. Better to pack it all into one, and smaller is better too. Depends on the game though, and the hardware/memory limits. It's all relative.

EricChadwick
11-14-2003, 09:26 PM
Oops forgot, that's two of each type of texture... two color maps, two normal maps, two specular maps, etc. depending on what type of shaders you're using.

RampanT
11-15-2003, 01:22 AM
Thanks for the info posm, much appreciated.

paintbox
11-16-2003, 02:29 PM
You could check out www.realtimecg.com, it displays the finished works of the contests at at CgChat, and the briefs contains the limitations.

Usually the limitations are based on current games.

For instance the future assasin competition was based on limitations of UT2K3 :
3500 polygons with 2 512x512 sheets, including an alpha for each.

I hope this info helps you somewhat.

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