Difference between revisions of "Texture atlas"

From polycount
Jump to: navigation, search
(How to create UE3/UDK Texture Atlases (tileable))
Line 21: Line 21:
 
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 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.
+
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 07:10, 11 June 2013

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.

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


Personal tools
Namespaces

Variants
Actions
Navigation
Tools