Difference between revisions of "Texture atlas"
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(How to create UE3/UDK Texture Atlases (tileable)) |
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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 | + | 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.
- 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.
- 2011-10-09 An exercise in modular textures - Scifi lab UDK - by Tor 'Snefer' Frick, an exercise in extreme texture atlasing, 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 - ($) a 3dmotive tutorial by Tyler Wanlass, covers planning and workflow for modular buildings using Photoshop, 3ds Max, and UDK.
- 2010-11-08 Work-flow for large texture atlases from the Polycount forum
- 2010-06-27 Working with Modular Sets - by Philip 'PhilipK' Klevestav, how to design and texture modular sci-fi wall panels.
- 2010-03-25 Visually Appealing Building Guide - by Christopher Albeluhn, an excellent breakdown of how to create visual interest with game buildings. Additional tutorials here.
- 2008-06-26 Mod Facade Challenge - by Joe 'EarthQuake' Wilson, breaking up a building into modular pieces and designing the texture sheet.
- 2006-11-08 Creating tiling textures in 3dsmax - by Chris 'cholden' Holden
- 2006-01-26 Practical Texture Atlases on Gamasutra by Ivan-Assen Ivanov
- 2005-12-20 Thirding - Utilizing your texture space for environment work - by Ben 'poopinmymouth' Mathis
- has info about designing modular textures and assets.
- TextureCoordinates talks about planning your UV layout.
- LightMap has information about packing UVs.
Gutters
When a game model is textured using a single texture sheet, the texture will have typically have UV'd areas (UV shells) and blank areas between them (gutters).
The width of the gutter needs to be wide enough to accommodate how much EdgePadding you need. This varies depending on how large the texture is and the texture filtering type used by the game renderer.
Packing Tools
- Decent UV Packing Script/Tool? thread on the Polycount forum.
- Headus UVLayout ($)
- 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