PDA

View Full Version : How to split up Game textures?


j5ive
01-25-2007, 10:31 AM
Hi guys, I have finished modelling a toilet block ( like a large shared public toilet area, sinks, toilets, urinals, nothing special) and am now about to layout the uvs and texture. My question is, how do you (in the industry) split up a room/building when it comes to uv sheets and texturing? How many colour maps, what size textures? I am wanting to adhere to as real game limitations as I can, so any and all suggestions/ advice would be great.

Thanks guys

/\/\ike

WesleyTack
01-25-2007, 11:56 AM
i think you can split up each object in a toilet like this:

toilets: 512*512
sinks: 512*512
urinals: 512*512

i wouldn't make it one object, because this way you can copy/paste any objects multiple times in your mapping editor. since public toilets have multiple ones if needed.

j5ive
01-25-2007, 01:11 PM
Yeah, that makes sense! What would you recommend about the building itself, ie 4 walls, floor and roof? All in one texture or 3, one for the walls, one for roof/ceiling one for the floor?

Also, what is a rough poly limit for a scene or a building such as the one i'm doing? for say a game similar to lara croft (3rd person??) I understand there are many factors to consider but as a guideline if you can.

WesleyTack
01-25-2007, 02:38 PM
Depends what engine you are making the level for. If it's BSP, then just make tileble textures you can apply on the brushwork for walls and celings. If you need to model the building you can make the whole building on 1 1024*1024 texture. It all depends how big it is. I don't have much experience with building models, but here is one I did some time ago, maybe this will help you out:

http://www.wesleytack.com/images/factory/factory_001.jpg

http://www.wesleytack.com/images/factory/factory_002.jpg
http://www.wesleytack.com/images/factory/factory_003.jpg
http://www.wesleytack.com/images/factory/factory_004.jpg
http://www.wesleytack.com/images/factory/factory_005.jpg

http://www.wesleytack.com/images/factory/factory_006.jpg


The 1st texture sheet (the main building) is 2048*2048
The conveyor belt is 1024*1024
The building details are 512*512

This was made for Half-LifeČ source engine.

Vladislav-Ivanov
01-25-2007, 05:42 PM
2048*2048 is too memory consuming and also it's 16Mb (most of the game engines use .tga)try to avoid it by 2 1024*1024 4Mb+4Mb. Or make tillable textures usally 512*512 or 256*256, depends on the objects.Plus dont forget you can always place as many tillable textures in one file as you want (all depends on the quality you need to produce)

______________________

www.vladislav-ivanov.com (http://www.vladislav-ivanov.com)

Tumerboy
01-25-2007, 06:46 PM
ya, the answer is always somewhat subjective to your circumstances. For the MMO market (not next gen) I'd say floor, wall, and cieling would each have their own tileable texture (128, or 256 depending on detail needed)

Each object in the room could have it's own texture (again 128 or 256 as needed) but since they're likely to always be seen together (i.e. it's rare that you'll be placing a toilet without a sink) it wouldn't hurt to merge them and use a single texture sheet (512) for all of the bits, toilet, stall, sink, toiletpaper, tp holder, seat covers, etc.

It often comes down to the engine you're working with. Some engines work better with a single, large sheet, and some work better with many smaller sheets.

If this is just for your portfolio/reel, and not for a real game/in engine use, then pick a direction and run with it. Anyone you show it too in your job hunting should be able to understand why you did it the way you did, even if that's not how they do it. As long as you show good, efficient use of UV space/texture sizes, you should be good.

CGTalk Moderation
01-25-2007, 06:46 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.