Hi all,
I am trying to get to a specific goal and I am trying to follow other companies into the field they are in. I know many of the good companies use textures in the format below but I am not sure how to go about recreating that process with my own building models. How did or why did they make the outside of the mapped textures look fuzzy? I know they're in dds. file format, and I had to take screenshots.
Any advice and discussion is appreciated,
Easton
Replies
http://wiki.polycount.com/wiki/Edge_padding
It helps reducing bleeding of pixels to neighbour uv shells when the texture gets mipped (lod-d).
What do you mean by "format"? Do you refer to the way things are arranged and combined together?
When I say format I just mean the padding and the way it is all laid out, like how did they get a wall behind a wall in that top image?
I read a little about MIP mapping but I still don't quite understand it. If I had a 4096x4096 texture then how would that work? Does it just go to the next lowest one and keep going the further you move away from the object?
I discovered that Nvidia has plugins for PS to create .dds files and mipmaps which is nice.
I have one last question, in terms of UV unwrapping what would you guys say is the best way to go about doing it for a building like above? Because on a model I have I think that I am doing it ass-backwards... If I remember correctly anything that you're going to add different textures to needs to be UV unwrapped separately but I feel like I have too many parts
Thanks for the advice guys
MIPs:
http://wiki.polycount.com/wiki/Mip_Mapping
These articles explain how the UVs and textures are laid out.
http://wiki.polycount.com/wiki/Modular_environments
I didn't realize there was that much information on this website, very helpful.
I cant find any information on how to create 2 UV maps to one object though...How is this done exactly?
The finished textures will need to go into a game and like the pics above there are say doors and walls separated but on the same model.
I just finished my first UV after spending over a day learning about how to make them and it is all out of whack... For some reason I am missing some lines on my objects which means that I wont be able to add textures to them and then my objects that do have all lines attached are checkered in Photoshop which I don't think is right.
Also, in case anyone looks at the UV below, I know, its nasty looking and not properly laid out. Just trying to scoot along through the process then repeat and improve.
How can I fix this?
If you save your UVs as a PNG that will make the background transparent. If you save as JPG, it will remove the transparency, since JPG doesn't support alpha.