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Some Questions

Well, i about to do a huge amount of studying and research about video game art and before i begin there's just some questions i'd like answers to. Feel free to point me to some articles. Thanks in advance.

Questions:

1) can you (or should you) non-uniformly scale UV shells?
2) General uses of Gloss, AO, and Cavity maps.
3) Would you ever use a 256 x 256 texture (or below) for anything?

I'm tired right now so some of these questions may sound really stupid.

Replies

  • SuperFranky
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    SuperFranky polycounter lvl 10
    1)Scaling UV's non-uniformly will create a lot of texture stretching, which you probably never need. But in some specific cases it should be alright.
    2) See Polycount Wiki for detailed info about everything
    3) Only for uniform colors, if there's a special need for that.
  • Obscura
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    Obscura grand marshal polycounter
    1. Basically what SuperFranky said, but it is used often in stylized games (depends on the needs).
    2. Well, Gloss is used to control the width/blurriness of the specular/reflections. It can be used in next gen and prev gen workflows too. Ao is used to fake high scale occlusion , and cavity is used to fake small scale occlusion. Ao was used in the previous generations too, but it was baked into the diffuse in the most of the cases. In next gen approaches, you can use both ao anc cavity, and they are individual from your colormap.
    3. Yes. It depends on a few things, but I can easily imagine many cases. A few things to keep in mind here: target platform, object scale compared to the player, distance from the camera, importance. If we are talking about "uniform colors" then you don't need a texture for it because you can always just use a constant then in the shader.
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