Difference between revisions of "Texture atlas"

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(Digital-Tutors: Multi-Tile Texture Workflows Tutorial, Stefan example image)
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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.
  
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{| border="1" cellpadding="2" cellspacing="0"
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| [[attachment:Stefan-Morrell_modular-texture.jpg|Media:TextureAtlas/attachments/Stefan-Morrell_modular-texture.jpg
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|-
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|}
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== Tutorials ==
 
* 2013-04-08 [http://oliverm-h.blogspot.com/2013/04/how-to-create-ue3udk-texture-atlases.html How to create UE3/UDK Texture Atlases (tileable)] - by [http://oliverm-h.blogspot.com/ 'mAlkAv!An'], using a custom HLSL node to apply separate UVs for texturing vs. mipmapping.
 
* 2013-04-08 [http://oliverm-h.blogspot.com/2013/04/how-to-create-ue3udk-texture-atlases.html How to create UE3/UDK Texture Atlases (tileable)] - by [http://oliverm-h.blogspot.com/ 'mAlkAv!An'], using a custom HLSL node to apply separate UVs for texturing vs. mipmapping.
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* 2012-05-01 [http://www.digitaltutors.com/tutorial/688-Multi-Tile-Texture-Workflows Digital-Tutors: Multi-Tile Texture Workflows Tutorial] ($) - by Justin Marshall / Digital Tutors, using UV organization to assign multiple textures to a single character, and how it works in various 3D apps.
 
* 2011-10-09 [http://www.polycount.com/forum/showthread.php?t=89682 An exercise in modular textures - Scifi lab UDK] - by [http://www.torfrick.com/ Tor 'Snefer' Frick], an exercise in extreme texture atlasing, packing multiple maps into the four channels of a texture file.
 
* 2011-10-09 [http://www.polycount.com/forum/showthread.php?t=89682 An exercise in modular textures - Scifi lab UDK] - by [http://www.torfrick.com/ Tor 'Snefer' Frick], an exercise in extreme texture atlasing, packing multiple maps into the four channels of a texture file.
 
* 2010-12-20 [http://www.polycount.com/forum/showthread.php?t=79374 UV tiling tricks within 0 to 1 space] from the Polycount forum
 
* 2010-12-20 [http://www.polycount.com/forum/showthread.php?t=79374 UV tiling tricks within 0 to 1 space] from the Polycount forum
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* 2006-01-26 [http://www.gamasutra.com/view/feature/2530/practical_texture_atlases.php Practical Texture Atlases] on Gamasutra by [http://www.haemimontgames.com/company/keypeople.html Ivan-Assen Ivanov]
 
* 2006-01-26 [http://www.gamasutra.com/view/feature/2530/practical_texture_atlases.php Practical Texture Atlases] on Gamasutra by [http://www.haemimontgames.com/company/keypeople.html Ivan-Assen Ivanov]
 
* 2005-12-20 [http://poopinmymouth.com/process/tips/thirding.jpg Thirding - Utilizing your texture space for environment work] - by [http://poopinmymouth.com/ Ben 'poopinmymouth' Mathis]
 
* 2005-12-20 [http://poopinmymouth.com/process/tips/thirding.jpg Thirding - Utilizing your texture space for environment work] - by [http://poopinmymouth.com/ Ben 'poopinmymouth' Mathis]
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== More Info ==
 
* [[Category:EnvironmentModularity]] has info about designing modular textures and assets.
 
* [[Category:EnvironmentModularity]] has info about designing modular textures and assets.
 
* [[TextureCoordinates]] talks about planning your UV layout.
 
* [[TextureCoordinates]] talks about planning your UV layout.

Revision as of 09:57, 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.

[[attachment:Stefan-Morrell_modular-texture.jpg|Media:TextureAtlas/attachments/Stefan-Morrell_modular-texture.jpg

Tutorials

More Info

  • has info about designing modular textures and assets.
  • TextureCoordinates talks about planning your UV layout.
  • LightMap has information about packing UVs.

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.

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