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Jaffajuice
07-13-2005, 02:43 PM
Hiya all,
Cut2chase.. Can texture most things, but i'm not sure about how to organise the textures for an environment such as a burnt out church. I was going to post some examples, but not aloud yet... i think. Basically i have a low poly church, 7062 tri( will have 10,000 with bitsnbobs). I have grouped similar materials into 11 sub-object textures, each texture has a 1024x1024 texture map. Yes, thats 11 relativly large textures for a single environment. My question is, for a game such as RE4, what are the specifications for an environment texture map? How far off am i exactly?

And how do i post some images?

Any help would be grand.

Jaffajuice
07-14-2005, 10:39 AM
Forgive me I'm a newbie and just found the attatchment window. Here is my Burnt church. This is not including any objects, bumb map, opacity map or lighting. As i said before, just 11 texture maps. For a map this size, how manys the limit? 2x (1024x1024) or three?

This is an enclosed map, with small basement. It has holes in windows and certain wall will be knocked down to reveal the surrounding scorched city horizon. I haven't finished it yet, as i'm i'd like this to be as close to industry standard as pos. It is set in cloudy daylight, with some puddles and residual smoke.

Any crits welcome.

Tar

ukson
07-14-2005, 01:49 PM
Looks good so far, im in a similar postion to, as im not sure what industry standard is. but i think if you used a three or so 1200 - 1200 texture maps that should be ok. at the moment im working on a small map in a similar style to gta, and it is hard to judge what exactly an industry head would do. anways i know im little help here and i hope so more people reply cos i would like to find out more, keep up the good work.

SHEPEIRO
07-15-2005, 04:19 PM
I would try to ensure using square maps that are 256,512,1024,2048, kind of numbers, these numbers always seem to pop up in games

DingBat99999
08-03-2005, 07:24 PM
Well, the current Unreal engine used in UT2k4 is limited to 1024x1024 as a max texture size. I hear the next version will up that to 2k x 2k.

I'm not THAT knowledgable about the subject but if I were to do a church like that for a UT2k4 level I'd almost certainly have to break it up into smaller bits. 11 1k textures for a single static mesh sounds like an awful lot.

I'm kinda struggling with similar questions (tho not on your scale) for environmental statics I'm building for a UT2k4 level atm.

Btw, nice church. :thumbsup:

inneractive
08-06-2005, 01:29 AM
I am also interested in what would be the texture budget for environment buildings in the latest generation of game engines. I have recently UV Mapped five Medieval buildings I modelled for a class project. Our engine is Virtools and we can use up to 2048x2048 textures which do not have to be square. Each side just needs to be divisible by 2.

So far I have used about 3 1024x1024 textures per building by splitting the models up into multiple objects. I should note that the buildings are more the size of 4 Row/Town Houses attached together, but it still sounds like a huge amount of textures to me. However, it seems it is the only option for keeping the buildings looking nice up close. I need a lot of texture space for non-overlapped UVs because lighting/global illumination will be baked into the textures.

So far I have had a hard time finding any tutorials or info on techniques for such a project. Any advice or links would be welcome. I use Softimage XSI, but can follow tuts from any package. Thanks.

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