Difference between revisions of "ChannelPacking"

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* For more examples and tutorials see [[Texture atlas]] and [[Multitexture]].
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* For more examples and tutorials see [[Texture atlas]] and [[MultiTexture]].
  
 
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[[Category:TextureTechnique]] [[Category:Glossary]]
 
[[Category:TextureTechnique]] [[Category:Glossary]]

Revision as of 13:19, 18 November 2014

Channel Packing

Channel packing is a game art term for a bitmap that has different grayscale images in each of its channels... Red, Green, and Blue. Alpha can also be used as a fourth channel. This saves Memory, but increases Shaders complexity.

Compression Artifacts

If you save a channel-packed texture using DXT compression, it will introduce blocky artifacts to your channels. For details, see Normal map#Normal_Map_Compression.

Examples

Two channel-packed textures, which store a total of six unique textures, see An exercise in modular textures - Scifi lab UDK on the Polycount Forum. Image by Tor 'Snefer' Frick.


A channel-packed texture used to texture an entire scene, see [UDK Oil Rig Observation Outpost] on the Polycount Forum. Image by Wiktor 'Disting' Öhman.


A channel-packed texture used in Mass Effect 3, see Mass Effect 3 art - Marc-Antoine Hamelin on the Polycount Forum. Image by Marc-Antoine 'Marcan' Hamelin.



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