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View Full Version : GAME TEXTURE : Size / other info.


aazimkhan
06-22-2003, 04:35 PM
Hello guys,

I am curious to know, what the size the texures used in games.
I am modeling a FIFA style stadium, using a single 1024x1024 texture.

Is that how its done? or do we use differnt texture maps for differnt objects?.

So far things are working fine with the 1024x map. But is that the usual size used for game models? for PS2 or XBOX?


I want to acheive a good looking game stadium with technical specifications similar to a FIFA stadium.

Thanks for sharing the information.

swampthing
06-22-2003, 11:53 PM
I'm not a texturing expert but i think 1024 is way too big for a ps2 or xbox game. Aren't those usually 256 or less? Or have they made it up to 512?

EricChadwick
06-23-2003, 02:46 PM
1024s are more common now. Not sure about consoles though, this is common on the PC.

For a stadium I would use a few tiled textures. The seats/crowd would be a good use of tiled texture. Also portions of the field.

aazimkhan
06-23-2003, 03:15 PM
the field has a particular design...whihc need to be in full..and cannot be tiled.....and the detal on the grass should be visible in close shots.....besides that there is a lot of other things like advertisment boards..cement, light effects, seats, etc...

from what i am creating 512x look way smaller....

EricChadwick
06-23-2003, 03:33 PM
Tech specs for texturing depend on the game engine you're making the stadium for. Consult with your programmers. Things like light maps, multi-texture, texture memory, and other issues will greatly affect what you can and cannot do.

If this is a test for learning's sake, and won't actually be used in a game, then you can guess-timate some of the things. It helps to look at others' work for this. Are there any football games that allow you to make your own fields? Some may have editing tools that expose how they created their stadiums.

The field could use mirrored UVs... just do one quarter of the field, then mirror it 4x to make the four corners. Even better, you could do the lines as a separate texture or geometry, and the grass could be tiled heavily for better closeup detail. This is how a lot of baseball fields are done in games.

aazimkhan
06-23-2003, 10:59 PM
Right! Posm,

thats exactly what i did, coz i started with a smaller texture map....but the grass was looking stretchy...and that made me think....it cannot be be a TILE...coz of the field design ( soccer ) field..

so i used a 1024x and took advantage of the symmetry...

i am reffering a lot of FIFA 2002, and ISS PRO screen shots...wher the ground looks really detailed..and its hard to belive that those are 512x texutes....its a PS2, XBOX and i belive they can support 1024x

anyways this stadium model is both like a test...and will be used by me for a little soccer animation demo...

I dont know much about how things work in a GAME ENGINE.
right now i am working with lamber and phong materials and only using a DIFFUSE map for textures...i would like to learn more about IF spec, bump baps are used...if so..are they again differny 1024x or 512 maps...or are the spec,bump included in the same one texture file...?


the methoed u said in the last line sounds awesome...but i reallt want to take near to the standards how its done in REAL...at EA or anytother gaming place...

EricChadwick
06-24-2003, 02:12 PM
Then you answered your own question. The last way is the way to go, instead of one large texture.

Yes large textures are supported, but they eat up a lot of often-scarce video memory. Better to use smaller textures and learn how to tile them well.

Lines on the field IMO should be done as geometry, sitting on top of one large plane for the tiled grass. It is nice when they get the mown patterns in the grass, you could try getting this in.

Take a long look at a few of your fav football (soccer) games.

Marcel
06-24-2003, 05:02 PM
thats exactly what i did, coz i started with a smaller texture map....but the grass was looking stretchy...and that made me think....it cannot be be a TILE...coz of the field design ( soccer ) field..

Don't forget multiple passes, they are very important if you have little texture memory.
The first pass could be the small details of the grass, the second the lines and other big stuff.

Modelling the lines in the field is a good idea to, especially if you match up the textures so that the lines have nice soft edges.

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