Better Texturing Methods


#1

I’ve been doing uv for vehicles etc. However, I’ve been thinking, about what to do with a simple block, house, cube, etc. Would it not be easier to just use a normal cube mapping? I have grown up in the belief that all game models are uv mapped but now that I think about it, why not cube map something very simplistic? Is there a drawback to this in a game engine?


#2

hm… :slight_smile: well…

Cube maping is great for painting without streising so much about of a poly will sretch a texture. The draw back if you have to constantly guess at pixel to see where it meets on the model.

Its also not a very effient uv map becuase it can leave a lot of open spaces


#3

Ok so I should still just flatten faces and make it uv. But in theory, the game engine should not slow down depending on one version or the other correct?


#4

If it uses the same texture image size and its the same file size then nope!


#5

Well if im right :eek: if im right that is lol, when you would use cube mapping it would deliver no drawback what so ever, it would even improve performance allot it consumes allot less memory etc etc than uv mapping.


#6

When you say cubemapping, what exactly do you mean??
I don´t know of any other way of mapping a game-model, than using UV:s. Unless you´ve got some kind of procedurals…
:shrug:


#7

To be honest, I had assumed cube/planar mapping would be a lot easier on resources than uv. I guess uv has to store extra info for all the verts you specified and realy does run slower. Damn I realy need a bench mark site for graphics game developers!


#8

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