I understand that an environment is a giant plane populated with separate meshes that are efficiently assigned texture maps what I don't understand is how the texture is assigned on the plane that the gamer walks through (the ground). it could be done by effectively assigning, for example, one tiling 1024x1024 texture, but I don't really see that used too much in modern large open world gaming, are the textures in the environment somthing way bigger like say 4096x4096.
how big would be too much? how are these large maps on the ground transitioned smoothly, say for example, from the desert to a town with grass? am I making sense?
Replies
is this an example of what your talking about, in the end how large would these textures end up being, are these textures combined or are they baked together?
http://udn.epicgames.com/Three/TerrainAdvancedTextures.html
http://eat3d.com/free/vertex_painting