Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×
Sign in to follow this  
meshcarver

Texture efficency question...

Recommended Posts

I think vehicle exteriors in Arma usually have two for the exterior, and one or two for the interior, depending on what it is. They also seem to have cell padding so my guess is that they do the whole exterior on one giant map then transfer maps from one uv set to another. It seems like that's pretty complicated. I did my stuff on one big sheet (as much as possible) as well and it's awkward but allows you to match texture seams more easily.

Edited by Max Power

Share this post


Link to post
Share on other sites

...so just asking, but say for a building, quite big, would it be "ok" in the VR engine to create a single texture sheet say 2048*2048? Obviously the mesh would have to be cut in a certain way as you wouldn't be able to tile it if the top corner of the sheet was a 1024*1024 tillable brick,. as two side of it would be other stuff..?

You see my meaning..?

Basically, it's not a gamebreaker in VR to have a sheet this big?

Share this post


Link to post
Share on other sites

My helicopter has several 2048 and 4096 maps so no, but be aware that with mipmaps, most people don't see the helicopter as I created it. I released a few shots of it to show off all the little details people should look out for and the response I got was that it didn't appear that way to them. I guess the game will dump the highest mipmap level for people without cards with very high video memory.

Share this post


Link to post
Share on other sites

Ahhh, gotcha man cheers...

Damn though, that must be a hell of a helicopter you modelled?

Share this post


Link to post
Share on other sites
Sign in to follow this  

×