Hi, I'm making this tavern environment, first time doing something this big, learning alot of new stuff, having a lot of questions.
So I set texel density of my environment to be 4k per 3x3m. Vertical pillar (3m) is UVed, textured to that size.
My question is, how would you UV a pillar that is going to be placed horizontaly beneath the window, as it is longer than 3m (about 5m). I understand that I could just tile the texture on a low poly model of a pillar, but what if i want to model high poly and than bake normal map, like I did with the vertical pillar. Am I just nitpicking and there woudn't be noticable difference between 4k texture on 3m and 5m long pillar?
Replies
if its not looking good... insert some metal parts... to hide the seams...
If you have a single big objects with an unique texture you can spread it over so many texture tiles until you reach the texel density you need.
Texture memory is expensive, which is why you should have a higher TD on things that are highly visible to the player, and lower TD on things that are not so visible to the player. One good example of how this is practised is to play Rage and study the quality of the environment/level textures.
I then bring the kit in Substance Painter and bake the normal maps from high poly kit (high poly is just a bit od trim dynamic brush on the edges for the masking generators), add textures (I masked out sperate pillars so the 5m one can have more fibre repetition etc.). Please don't mind the sculpting and texturing skills, I'm still learning and its just for demonstration purpose
I brought it in Unreal and it's looking pretty good I guess considering texel density not being the same?
@Deadly Nightshade That makes sense, yeah, about assets not being the same TD from optimization's point of view. But in my case those pillars will be seen from same distance. Rage is still waiting on my Steam wishlist
@musashidan I don't think he confused the 2. If the player will never be close to the model enough it can have lower TD since it wont be noticable from distance.
So I'm looking at this example from game Kingdom come: Deliverance. Are all those planks and pillars made with same TD in mind?
Is the workflow in games like this the same to mine, where high poly is firstly made and than baked to low poly or are those bridge pillars just low poly models with bevel on the edges, few edge loops for slight model deformation and tiling textures?
As far as texel density goes, you should be very anal about getting them as close as possible. They will never match 100% and that is fine, but you should always keep it in mind, two objects with varying levels of TD will be noticed by players very fast. With that said, we are approaching texture resolutions that are so relatively high, that two objects with different TD's won't necessarily look very different.
I use custom normals on every object I make nowadays and rarely bake high polies, I just throw a shit ton of tris (within reason) at everything. For example, a 30-50k (with exceptions) tri first person weapon doesn't need a high poly anymore. And soon not much will.
If it was up to me we all would stop baking high poly models right now so that companies can make games with fewer people and not have to layoff constantly. But that is for next generation, right now though we should still bake high polys for objects that need them, which is becoming fewer and fewer objects with our increasing triangle and material limits.
If you normalise your TD between already UVd assets you can get a good idea of what resolution they need to be by seeing how the UVs fit onto 0-1.
If the TD is all over the place between assets then the level can quickly become a mess if many artists are authoring assets independently with no set TD ratio.
I get what you are saying, for the object that are the same distance to the player the TD must ofcourse be as exact as possible, if its a smaller object it will use lower texture resolution. Lets say TD is 1k per 1x1m. 1x1m wall will have 1k texture, 2x2m wall will have 2k texture, different resolutions, TD is the same. But if i understood @Deadly Nightshade correctly, he was talking about objects that are further from the player. 1x1m wall that is far away from the player and will never be seen up close, doesn't need 1k TD per 1x1m.
No, its his new tutorial from gumroad. Here's a screeshot.
He was probably talking about hardsurface modeling, here he's creating more destructive environment that's why he's baking normal maps.
As I said I'm a beginner, so I'm a bit confused to when only use modeling and when baking.
EDIT: I changed the topic's title since other questions have come up.
As with a lot of techniques with this stuff it really comes down to the asset in question. So it is indeed a great idea to master all the techniques so you can apply them at will per asset.
So some relatively unimportant planks won't get a high-poly bake but a 'hero' pillar with intricate carvings would. And again, even the pillar could be normal-painted using custom stamps/brushes.