Difference between revisions of "Texture atlas"
From polycount
(more) |
(lightmap) |
||
Line 3: | Line 3: | ||
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. | ||
− | * [[TextureCoordinates]] | + | * [[TextureCoordinates]], [[LightMap]] |
* [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 |
Revision as of 10:13, 21 December 2010
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.
- TextureCoordinates, LightMap
- Work-flow for large texture atlases from the Polycount forum
- UV tiling tricks within 0 to 1 space from the Polycount forum
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 you need depends upon the game engine used, how large the texture is, the texture filtering type, and the mip map mode. See EdgePadding.
Packing Tools
- TexTools script for 3ds Max
- Texture Atlas Generator script for 3ds Max
- Normalize UVs Maxscript for 3ds Max