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View Full Version : _Really_ important - Texturing for games:


ThomasMahler
06-26-2004, 10:02 AM
Hey there,

Hope you guys can help me, that's extremely important to me:

I have to create and texture a skyscraper within Maya. I'm already pretty much finished, but I textured it with "texture dummys" - Just to see how the finished model will/should look like.

My problem is that I have to use one single 1024*1024 texture for the projections. Now, think about a row of windows at a skyscraper. How'd you texture that? Right, you'd just create the texture for one window, assing the shader to the geometry in 0 to 1 space and the texture would repeat for the whole geometry. But I can't do that - I have to use one single texture - And so, if I lay out the UV's for the window geometry the whole texture would repeat, not just the part of the texture that consists of the window texture.

I hope you guys understand what I'm talking about. I'm looking for a solution where I can, for example, create a polyPlane, do a Planar Projection and map the UV's over one part of the texture in the 0 to 1 space and tell Maya: "Hey, you should not repeat the whole texture inside the 0 to 1 space but instead only repeat the part of the texture that's inside the UV space for this piece of geometry!".

As far as I remember I've seen something like that once within 3ds Max - So I was really sure that I would not have any problems when it comes to repeating only part of a texture... But I can't seem to find a good solution for that problem in Maya - as I already said, I may only use one single texture and I can't believe that I'd have to waste my texture space with textures that are repeated over and over again...

ThomasMahler
06-26-2004, 04:50 PM
Come on, guys! I don't want to waste any texture space, it has to be possible, somehow...

goldenarm
06-26-2004, 08:40 PM
I'm not a terrain/environment artist so I may be missing something? It sounds like you are wanting a layered texture with a UVset? This would give you the effect, but would require an extra texture w/alpha. Not within your restrictions. Typically in games you would just add divisions to that poly. If the building was 50 stories high you could make say...5 divisions? Then use those UV's to repeat a 10 window high part of texture. PS2 memory per load runs out quickly, and textures can eat that memory up fast. It's usally better to add a few extra polys than to have an extra texture, or a crappy looking model because of not enough texture resolution. Adding a few extra polys will have little effect on memory, but have some impact on FramesPerSecond/draw times. This can be countered later through adjusting clipping planes, LODs etc. Hope this answered your question.

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