Difference between revisions of "Texture atlas"
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== More Info == | == More Info == | ||
− | * [[ | + | * [[MultiTexture]] |
− | * [[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. | ||
* [[Light map]] has information about packing UVs. | * [[Light map]] has information about packing UVs. | ||
== Gutters == | == Gutters == | ||
− | When a game model is textured using a single texture sheet, the texture will have typically have UV'd areas ([[ | + | When a game model is textured using a single texture sheet, the texture will have typically have UV'd areas ([[Texture Coordinates|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 [[ | + | 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|texture filtering]] type used by the game renderer. |
== Packing Tools == | == Packing Tools == | ||
+ | * [http://www.polycount.com/forum/showthread.php?t=140325 3ds Max - Texture Atlas script help] thread on the Polycount forum. | ||
* [http://www.polycount.com/forum/showthread.php?t=80723 Decent UV Packing Script/Tool?] thread on the Polycount forum. | * [http://www.polycount.com/forum/showthread.php?t=80723 Decent UV Packing Script/Tool?] thread on the Polycount forum. | ||
* [http://www.uvlayout.com/index.php?option=com_wrapper&Itemid=98 Headus UVLayout] ($) | * [http://www.uvlayout.com/index.php?option=com_wrapper&Itemid=98 Headus UVLayout] ($) |
Revision as of 15:45, 26 September 2014
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.
Atlas Methods
There are two common atlas methods, one divides a single bitmap into multiple sub-maps (usually called Atlas), another packs different grayscale maps into each color channel (sometimes called channel packing). The two methods can be used together as well.
Tutorials
- 2013-04-08 How to create UE3/UDK Texture Atlases (tileable) - by 'mAlkAv!An', using a custom HLSL node to apply separate UVs for texturing vs. mipmapping.
- 2012-06-07 The Desert(What can you do with no diffuse maps?) Polycount forum thread. Vertex blending using multiple channel packed modulation textures, in UDK. See also Ditching Diffuse Maps: A foray into artistic reasoning and technical details behind "procedural" texturing, with practical examples on today's tech by Andrew 'd1ver' Maximov.
- 2012-05-28 [[UDK The Dunes]] Polycount Forum thread. Using two 256x256 textures to texture an entire scene, one as a normal map and the other channel packed to store four textures.
- 2012-05-01 Digital-Tutors: Multi-Tile Texture Workflows Tutorial ($) - by Justin Marshall / Digital Tutors, using UV organization to assign multiple textures to a single character, and how it works in various 3D apps.
- 2011-10-09 An exercise in modular textures - Scifi lab UDK - by Tor 'Snefer' Frick, an exercise in extreme texture channel packing, packing multiple maps into the four channels of a texture file.
- 2010-12-20 UV tiling tricks within 0 to 1 space from the Polycount forum
- 2010-12-17 Modular Building Workflow - ($) a 3dmotive tutorial by Tyler Wanlass, covers planning and workflow for modular buildings using Photoshop, 3ds Max, and UDK.
- 2010-11-08 Work-flow for large texture atlases from the Polycount forum
- 2010-06-27 Working with Modular Sets - by Philip 'PhilipK' Klevestav, how to design and texture modular sci-fi wall panels.
- 2010-03-25 Visually Appealing Building Guide - by Christopher Albeluhn, an excellent breakdown of how to create visual interest with game buildings. Additional tutorials here.
- 2008-06-26 Mod Facade Challenge - by Joe 'EarthQuake' Wilson, breaking up a building into modular pieces and designing the texture sheet.
- 2006-11-08 Creating tiling textures in 3dsmax - by Chris 'cholden' Holden
- 2006-01-26 Practical Texture Atlases on Gamasutra by Ivan-Assen Ivanov
- 2005-12-20 Thirding - Utilizing your texture space for environment work - by Ben 'poopinmymouth' Mathis
More Info
- MultiTexture
- Category:EnvironmentModularity has info about designing modular textures and assets.
- TextureCoordinates talks about planning your UV layout.
- Light map 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.
Packing Tools
- 3ds Max - Texture Atlas script help thread on the Polycount forum.
- Decent UV Packing Script/Tool? thread on the Polycount forum.
- Headus UVLayout ($)
- UV Master script for ZBrush
- TexTools script for 3ds Max
- Xrayunwrap ($) script for 3ds Max
- Texture Atlas Generator script for 3ds Max (creates an atlas by slicing up the mesh)
- Normalize UVs Maxscript for 3ds Max
- Texture Atlas Tools by Nvidia