Login    Forum    Register    Members   Search    FAQ

Board index » Development » Programming, Art, Design, Sound & Music!




Post new topic Reply to topic  [ 2 posts ] 
Author Message
 Post subject: Good Modular Texture Example
 Post Posted: Fri Sep 07, 2012 5:19 am 
Offline
User avatar

Joined: Tue Aug 31, 2010 5:39 am
Posts: 316
Hey guys,

I've been wanting to do a write up on this subject but I found this killer example:

http://www.polycount.com/forum/showthread.php?t=89682

At the bottom of page 2 there is a post with the texture sheet. Basically he's making all of those space station assets from one 512x256 diffuse and normal map. And he's hiding the decal map in a seperate channel just cause he's hyper efficient I guess :P.

Anyway, do this, save draw calls. It's not necessary to be this extreme but it's the same mindset we used making the clobberdome map in SMC which is 95% on 3 sheets (structures, padded surfaces, floor).

Edit:



Grabbed this for your convenience^^^^

Also I want to talk about it a little. So basically he's milking this for ALL ITS WORTH and its pretty genius. You could really use all three of these seperate and maybe add 350-750kb of vram depending on the compression you use. Let me just outline what each channel is doing so everybody gets it. Remember each channel could be a seperate map and you'd still be really efficient, this guy is also a shader wizard and that helps :P.

RGB+A Map: This is the diffuse (color) map on everything. It looks screwy combined because he's really just using the map to store multiple maps nested in the different channels, lets explore...
-Red Channel: Specular map, this adds shiny-ness, its probably adding to the green channel in the shader.
-Green Channel: The actual seam pattern where he's getting all the greebles and details from. Most of the clever UVing is done on this channel.
-Blue Channel: Decal Map, color is likely being handled in the shader.
-Alpha: The computer screens, likely strictly additive in the shader so the black doesn't show up. Color again in the shader afaik.

RGB: This is the normal map, but again he's doing more.
-R+G: The normals. UV's here will match UV's in the Green Chanel above to add bumpiness.
-B: This is a material mask so the shader can manipulate the white space seperately from the black space. Meaning he can tweak the specularity or tint on one section independent from the other. That's how he's making some walls orange, but the vents and seams stay grey.

_________________
--

Image


Top 
 Profile  
   
 Post subject: Re: Good Modular Texture Example
 Post Posted: Sat Sep 15, 2012 10:37 pm 
Offline

Joined: Sat Dec 15, 2007 10:54 pm
Posts: 1352
Location: California
Thanks for posting this Brownboot! I'll be sure to examine it in more detail when I start working on textures again.


Top 
 Profile  
   
Display posts from previous:  Sort by  
 
Post new topic Reply to topic  [ 2 posts ] 

Board index » Development » Programming, Art, Design, Sound & Music!


Who is online

Users browsing this forum: No registered users and 1 guest

 
 

 
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to:  
cron