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Antilight77
04-28-2009, 03:02 PM
hi,

I am designing a level in Maya to be exported to the Unity 3D engine. The scene is a city with Hand painted textures applied to the walls. The view is basic over the shoulder shot.

I am having a hard time settling on a good way to go about texturing the city.

I have tried
1. uv mapping the full building - painting it photo shop - saving it out as a 512 texture and applying it in maya. - however while this looks great from a distance this leads to real low rez graphics when you run around in first person view and you lose a lot...
2. Tried to make tileing textures, while this looked better - the tilling pattern effect was great, and to make changes in textures (like a bottom part of the wall, mid part of the wall, and top part)- would add more geometry in to my scene, and where the separate geometry comes together their is a rendering artifacts.

My question - whats the best way to texture city environments for a painted feel - in maya to allow for the best visual experience for the player.

Thank you~
TIM~

gsokol
04-29-2009, 05:36 PM
Well if it was me I would tile the textures. To unwrap large, complex objects and have the texture would require the texture size to be very large to have decent pixel density. However with tiling you can have a denser texture from a much smaller sized image. Adding a little bit of geometry would be much less memory intensive than a bunch of very large, unique textures. As far as rendering artifacts...are you talking about flat surfaces flickering because they are overlapping each other? That will happen if they take up the same space, but if you move the geometry far enough to where a person cannot tell its floating on top of the other object, but not touching it, that will go away.

I hope this helps.

Antilight77
04-29-2009, 08:25 PM
Thank you gsokol,

I have also been hunting around on the net for tutorials based around texturing large objects for games and haven't come across any. Any suggestions?

Thanks again,
TIM~

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