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Ramza
11-10-2007, 05:17 PM
So I was just reading the Beginners Environment Art thread and I had a texturing question for my bridge. I plan on putting this bridge into the Unreal 3 editor and I was wondering what is best way to texture it for in game use. Right now I was thinking I could either created one 2048x2048 and texture it all together or break it down into three differnet textures like the top down picture shows with the squares,
Square 1, Wooden Planks.
Square 2 the support pillars.
Square 3 the Torii Arch.
Or is their a more efficent way of texturing it. I really appreciate any idea's you guys or gals have.

http://img408.imageshack.us/img408/9291/02hf3.th.jpg (http://img408.imageshack.us/my.php?image=02hf3.jpg)
http://img100.imageshack.us/img100/4482/01jo6.th.jpg (http://img100.imageshack.us/my.php?image=01jo6.jpg)

Shade01
11-10-2007, 11:04 PM
I don't think either way is the wrong way, those are the things you'd think about if you were deciding on where to take your processing hit but since you aren't actually publishing anything (I'm assuming) I'd go with whatever works best for you. I don't know what your wireframe looks like, but if your wooden planks are segmented at least once or twice you'll be able to get some milage out of tiling textures.

Hypothetically speaking though, if this were going to be an outdoor object and you thought different objects might share the same texture, then I'd keep the textures seperate. You wouldn't want to introduce a completely unique 1024x1024 to a scene just because a 512 quadrant of it had a texture you wanted to use because you'd be hogging more memory than you needed to- that's one of the drawbacks of texturing things together in some instances.

Ramza
11-11-2007, 01:09 AM
Shade 01:thanks for the info. Here's some wireframe postings of my bridge. One thing that I tried first was unwrapping one of the planks and texturing it and then copying that texture to all of the other planks and then added a uv xform modifer to change it up alittle. Then I was going to add alpha maps on top of the planks to break it up. It worked pretty well however I was afraid that I was wasting to much memory. So then I went to just attaching them altogether and making one big 2048x2048 map(as seen in the picture). The only problem I feel that I have here is that I cant tile the textures at all, if that should even be a concern of mine I just don't know.

http://img106.imageshack.us/img106/499/mapgz8.th.jpg (http://img106.imageshack.us/my.php?image=mapgz8.jpg)
http://img106.imageshack.us/img106/1042/02wirexf7.th.jpg (http://img106.imageshack.us/my.php?image=02wirexf7.jpg)
http://img253.imageshack.us/img253/7468/01wireij2.th.jpg (http://img253.imageshack.us/my.php?image=01wireij2.jpg)

Shade01
11-11-2007, 01:22 AM
Well I can't tell what belongs to what on the uv, but you should be stacking those plank uv's on top of each other. You can still get good variation by having maybe 3 stacks, and flipping uv's vertically and horizontally on some of the planks. You could even go a step further if you want by taking the uv's at the top with the subdivide in the middle, breaking off half, flipping and stacking those uv's too. I think those uv's could be taking up about 60% less space than they are.

Ramza
11-11-2007, 05:17 AM
Thanks Shade01 I didnt even think about flipping the uv's. As for the top left piece thats going to be the pillars for the bridge I have all of them stacked on top of each other. I'll work on the texture sheet and hopefully get most of it done tomorrow. Thanks again for the tips.

Mateism
11-11-2007, 05:36 AM
Ahoy-hoy,

I think if this is going to be a playable map, make some repeatable textures.
It's all wood so make a 512, or 1024 tileable. 2048 is insane there are
more economic ways to texture.

antodonnell
11-11-2007, 02:43 PM
I d agree about 2-3 that are tileable or depending on your model 1 tileable and 1 reusable with some clever UV'ing for various elements would be best. Its all down to limitations. If you can afford it do it. But if your making an entire level you also need consistency you cant have a very high 2k texture on a bridge then a 512 building for example.

Mateism
11-11-2007, 03:51 PM
Doing a 2048 tilable for, lets say ps2, is laughable. not even ps3 would like that. It's wood so it's generic, using a tilable means it can be reused, same texture memory.

Ramza
11-11-2007, 04:17 PM
Ahoy-hoy,

I think if this is going to be a playable map, make some repeatable textures.
It's all wood so make a 512, or 1024 tileable. 2048 is insane there are
more economic ways to texture.

Thanks Poodleboy,Antodonnell. So what your saying is that even if I have 3 or 4 smaller repeatable textures its better then a 2048x2048 map. Then all I would have to do is add some decals on top to break up the repeating texture. This is so cool guys I'm finally learning something, you guys rock!:thumbsup:

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