Hi everyone,
I got this briefing that I all the maps should be in one bitmap with 4k.
Like having Albedo/Diffuse, Gloss, Specular and AO , and Normal Map in one image.
Anyone worked with this workflow before?
If so, can you please share the correct way to do that?
This is new for me.
Thank you
Replies
That said packing textures is a normal thing, I don't think you can say there's a correct way though.
You can pack Albedo with AO, so it's an sRGB texture, then Gloss/Specular in a linear texture and another for the Normal map.
Or you can have an Albedo with alpha plus an AO/Gloss/Specular texture so that all channels are used.
But was wondering if is there any workflow that you just use one space in the canvas for each texture.
Like having a grid and then four 1k maps into this one 4k bitmap.
Thats something I never saw before.
The packing thing makes sense. I will look into that.
Thanks
If you pack normals that way I guess you need offset UVs for them, but that's possible.
Is that for mobile? Otherwise seems strange.
First texture
RGB - Albedo
Second texture
RGB channels - gloss/spec/AO
Third texture
Normal Map
The asset is for VR; Maybe mobile VR, I dont know
EDIT: I dont know if the briefing is talking about atlas ou texture channels. Thats why I got confused the first time, cause I never saw atlas being used for sharing maps.
Im a student in the 3D game art area.
I got this opportunity to get my first freelancer job in game assets.
And the client asked for a small test.
The briefing said this weird thing we are discussing.
He didnt reply.
I guess that he will not reply because the ´test thing´
But thanks anyway
We have some resources here about packing and unpacking texture atlases, might help you.
http://wiki.polycount.com/wiki/Texture_atlas
I have no where near enough experience with shaders to know how or if that can actually be done though, and it seems more like Technical Artist work, making this a weird test.
Really cool never the less.
He wants 4 textures, 4k each.
I get the point where atlas is useful, and in other hand why to use one map per channel in a bitmap.
The thing is that making a grid and using one space for each map, just to have all maps in one bitmap, is a complete different approach.
I never saw one bitmap with all the maps in a grid be used inside any engine.