Difference between revisions of "Texture atlas"

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m (Cheeseplus moved page TextureAtlas to Texture Atlas)
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* [[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.
* [[LightMap]] has information about packing UVs.
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* [[Light map]] has information about packing UVs.
  
 
== Gutters ==
 
== Gutters ==

Revision as of 13:16, 14 August 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.

Stefan-Morrell modular-texture.jpg
SneferTileExplain.jpg

Tutorials

More Info

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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