Difference between revisions of "Texture atlas"

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(Swizzling term, UDK The Dunes)
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== Atlas Methods ==
 
== 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. The two methods can be used together as well.
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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 Swizzling). The two methods can be used together as well.
  
 
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* 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.
 
* 2012-06-07 [http://www.polycount.com/forum/showthread.php?t=100388 The Desert(What can you do with no diffuse maps?)] Polycount forum thread. Vertex blending using multiple modulation textures, in UDK. See also [http://artisaverb.info/DitchingDiffuse.html Ditching Diffuse Maps: A foray into artistic reasoning and technical details behind "procedural" texturing, with practical examples on today's tech] by [http://artisaverb.info/ Andrew 'd1ver' Maximov].
 
* 2012-06-07 [http://www.polycount.com/forum/showthread.php?t=100388 The Desert(What can you do with no diffuse maps?)] Polycount forum thread. Vertex blending using multiple modulation textures, in UDK. See also [http://artisaverb.info/DitchingDiffuse.html Ditching Diffuse Maps: A foray into artistic reasoning and technical details behind "procedural" texturing, with practical examples on today's tech] by [http://artisaverb.info/ Andrew 'd1ver' Maximov].
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* 2012-05-28 [[http://www.polycount.com/forum/showthread.php?p=1595258#post1595258|[UDK] The Dunes]] Polycount Forum thread. Using two 256x256 textures to texture an entire scene, one as a normal map and the other swizzled to store four textures.
 
* 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.
 
* 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.
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* 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 swizzling, 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
 
* 2010-12-17 [https://www.3dmotive.com/f101001 Modular Building Workflow] - ($) a 3dmotive tutorial by [http://www.tylerwanlass.com/ Tyler Wanlass], covers planning and workflow for modular buildings using Photoshop, 3ds Max, and UDK.
 
* 2010-12-17 [https://www.3dmotive.com/f101001 Modular Building Workflow] - ($) a 3dmotive tutorial by [http://www.tylerwanlass.com/ Tyler Wanlass], covers planning and workflow for modular buildings using Photoshop, 3ds Max, and UDK.

Revision as of 12:17, 22 June 2014

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.

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 Swizzling). The two methods can be used together as well.

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

Packing Tools


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