How would you texture this truck interior? using a rule of 128px per 16max units.. 4096x4096 should give plenty of texture resolution. with even room to spare for the undercarriage.
But what bothers me is I want blinking red lights on the consoles. And I want florescent lighting that flickers. I also have a section of the truck in the back that needs a chainlink fence.. I plan to use a 1024x1024 on that with a separate material.
How do I make the lighting pulse on the consoles? and I don't want them all to pulse at once.. I want variation. Should I texture the whole console with a separate material? of say 512x512 with two different emissives that switch in the shader?
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The pulse effect with variation can be achieved by giving the emissive mask a Sine multiplied by the object's vertices world position. Something like this should work:
emissive = EmissiveMask*(Sine(Time*pulseSpeed)*output.WorldPos*VariationValue)
Ok I understand how I would make them pulse. but how would the objects vertices world position work? your saying that this will make a certain section of the mask pulse by object vertices in world space? How do I find the coordinates of the vertices I need? and what if the truck is in motion then wouldn't these change? I'm thinking it'd be better to make a section of the texture mask pulse using uv coords and then adding all the pulses together into the final emissive input in the shader.
im not very experienced but this sounds possible.. though im not sure how to find the uv cords id need to input.
Vehicles nowadays use 1024x (or a couple 512 sets) since you'd be using three of them... diffuse, spec, normal. Modular approach will save you tons of texture space.
Edit... we're just not there yet where the art team can realistically spend that much on a single asset. Wish we were though!
what about my pulse issue?