Difference between revisions of "Texture atlas"
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When many separate textures are packed together into a single texture, this is called a ''texture atlas''. Other common names for this are decal sheet, packed texture. | When many separate textures are packed together into a single texture, this is called a ''texture atlas''. Other common names for this are decal sheet, packed texture. | ||
− | * [[ | + | * [[Category:EnvironmentModularity]] has examples of texture atlases, and atlas planning methods. |
* [http://www.polycount.com/forum/showthread.php?t=78192 Work-flow for large texture atlases] from the Polycount forum | * [http://www.polycount.com/forum/showthread.php?t=78192 Work-flow for large texture atlases] from the Polycount forum | ||
* [http://www.polycount.com/forum/showthread.php?t=79374 UV tiling tricks within 0 to 1 space] from the Polycount forum | * [http://www.polycount.com/forum/showthread.php?t=79374 UV tiling tricks within 0 to 1 space] from the Polycount forum | ||
+ | * See also [[TextureCoordinates]] and [[LightMap]]. | ||
== Gutters == | == Gutters == | ||
When a game model is textured using a single texture sheet, the texture will have typically have UV'd areas ([[UVShell|UV shells]]) and blank areas between them (gutters). | When a game model is textured using a single texture sheet, the texture will have typically have UV'd areas ([[UVShell|UV shells]]) and blank areas between them (gutters). | ||
− | The width of the gutter you need | + | The width of the gutter needs to be wide enough to accommodate how much '''[[EdgePadding]]''' you need. This varies depending on how large the texture is and the [[TextureFiltering|texture filtering]] type used by the game renderer. |
== Packing Tools == | == Packing Tools == |
Revision as of 10:09, 3 February 2011
Texture Atlas
When many separate textures are packed together into a single texture, this is called a texture atlas. Other common names for this are decal sheet, packed texture.
- has examples of texture atlases, and atlas planning methods.
- Work-flow for large texture atlases from the Polycount forum
- UV tiling tricks within 0 to 1 space from the Polycount forum
- See also TextureCoordinates and LightMap.
Gutters
When a game model is textured using a single texture sheet, the texture will have typically have UV'd areas (UV shells) and blank areas between them (gutters).
The width of the gutter needs to be wide enough to accommodate how much EdgePadding you need. This varies depending on how large the texture is and the texture filtering type used by the game renderer.
Packing Tools
- TexTools script for 3ds Max
- Texture Atlas Generator script for 3ds Max
- Normalize UVs Maxscript for 3ds Max