Difference between revisions of "Texture atlas"

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(Texture Atlas Tools by Nvidia, Gamasutra link)
(more links, more info, organized by date)
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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.
  
* [[Category:EnvironmentModularity]] has examples of texture atlases, and atlas planning methods.
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* 10-09-2011 [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.
* [http://www.polycount.com/forum/showthread.php?t=78192 Work-flow for large texture atlases] from the Polycount forum
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* 12-20-2010 [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
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* 12-17-2010 [http://www.3dmotive.com/product-modular-building-udk 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.
* [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]
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* 11-08-2010 [http://www.polycount.com/forum/showthread.php?t=78192 Work-flow for large texture atlases] from the Polycount forum
* See also [[TextureCoordinates]] and [[LightMap]].
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* 06-27-2010 [http://www.philipk.net/tutorials/modular_sets/modular_sets.html  Working with Modular Sets] - by ''[http://www.philipk.net Philip 'PhilipK' Klevestav]'', how to design and texture modular sci-fi wall panels.
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* 03-25-2010 [http://www.chrisalbeluhn.com/Building_Layout_Guideline_Tutorial.html Visually Appealing Building Guide] - by ''[http://www.chrisalbeluhn.com Christopher Albeluhn]'', an excellent breakdown of how to create visual interest with game buildings. [http://www.chrisalbeluhn.com/3D_Tutorials.html Additional tutorials here].
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* 06-26-2008 [http://boards.polycount.net/showthread.php?t=54178 Mod Facade Challenge] - by ''[http://www.linkedin.com/in/earthquake Joe 'EarthQuake' Wilson]'', breaking up a building into modular pieces and designing the texture sheet.
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* 11-08-2006 [http://www.game-artist.net/forums/tutorials/182-step-step-techniques-tiling-textures-3ds-max.html Creating tiling textures in 3dsmax] - by [http://chrisholden.net/ Chris 'cholden' Holden]
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* 01-26-2006 [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]
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* 12-20-2005 [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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* [[Category:EnvironmentModularity]] has info about designing modular textures and assets.
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* [[TextureCoordinates]] talks about planning your UV layout.
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* [[LightMap]] has information about packing UVs.
  
 
== Gutters ==
 
== Gutters ==

Revision as of 06:30, 28 June 2012

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.

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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