View Full Version : Texturing large areas
JDLOKI 11-14-2008, 02:08 PM Hi,
Im kinda curious how long hallways and large models are textured for use in-game.
I understand how to create tileable textures etc, but what im confused with is how general dirt is added but so it dosnt repeat on every tile the same as the base texture.
Also on these large areas how is specific details applied, such as dripping/general grunge are these usually decals?
If anyone can shed some light I will be very happy, thanks. JM
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LoneFalcon
11-17-2008, 01:30 PM
i too have the same problem.
does this mean that we have to create seperate decal textures which are then applied through the engine?
and how does this apply when you texture for models within Max?
any insight would be nice =)
aten skinner
11-30-2008, 10:04 PM
Usually you would have a 2nd uv set and use the first for the tiling texture and the 2nd one for the dirt texture, then use a masked material to determine where the 2nd texture shows through. You could use decals or polys to break it up further. There's a thread on the game art critique forums where this is shown.
Tom25
12-01-2008, 05:35 AM
I think its called LOD. The further away a texture on an object is, the smaller it's displayed to save memory. The closer the camera gets to that object, the bigger the texture size gets. Something like that.
Marcel
12-01-2008, 12:34 PM
Tom25: That's Mipmapping (and it's main goal is to increase speed and filtering quality)
http://en.wikipedia.org/wiki/Mipmap
LOD stands for Level of Detail, which stands for the different versions of the same model with increasing polycounts. In most games you can see the model pop from LOD to LOD when you walk towards it.
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