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Projection texturing workflow for games

polycounter lvl 10
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melviso polycounter lvl 10
Came across this and I am curious how many texture artists are employing this in their workflow. Does this make texturing more intuitive, easier and less chaotic?
I am wondering how this works in terms of textures and resolutions especially as there is no use of tiling textures. Is this workflow effective rather than unwrapping each mesh and texturing.
https://www.youtube.com/watch?v=PCXnLCncBcA
https://www.youtube.com/watch?v=6_DNBTi1Xtw
I must say this seems very interesting. I understand this is being used in movies to save time when it comes to uvmapping.
Reminds me of koola ue4 work. I am wondering if he employs this technique as well.

Replies

  • Mirbobo
    The biggest issues I see with this is the crazy texture resolution you'd need to actually hold current gen expected quality and re-usability.  Also this workflow clearly works better if you focus on diffuse maps only.
    I'd say tiling textures + decals gives you more freedom and more possibilities on what you can do with the textures.
  • melviso
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    melviso polycounter lvl 10
    Yep. I agree. Not the best workflow. Tiling textures helps speed things up a lot and helps cover a lot of areas before getting down to the details and blemishes. All while maintaining a high resolution texturewise.
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