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Blending of textures in PS2

polycounter lvl 3
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lucardo polycounter lvl 3

Hello.

I was trying to create some scenes in the styles of games like Shadow of the Colossus, and Final Fantasy 11.

I got curious about how these games deal with texturing.

FF11, when you look ingame, the assets seems to have blending textures:

But then I saw a video where a person extracted this assest into unreal, and the textures are sharp and not blending:

For Shadow of the colossus, I noticed the same thing:

The transition of textures seems to be blending. But when I saw a model that was extracted from the game, look how the textures are sharp:

So I guess my question is, how do you think this was done? Did PS2 used multitexturing and blended the textures with vertex alpha?

Some of the techniques pointed here?

Thanks for the help.

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