Im in the middle of texturing my character under 3dsMax, when just figured that my whole unwrapped mesh wont fit in a single window. So i load up a Multisub-object, break down my mesh in 3, assign an Id to each pieces.
How am i going to texture my character, if it doesn't fit in the texture area ?
Replies
thanks
Depending on the details in the character those looks like 3 512x512's to me.
Then you can give each one its own square texture. You can filter by mtl. id in the unwrap window (at the bottom) if you need to edit them later and don't wanna see the overlapping stuff.
$!nz: Im not too sure where you can see if its a 512x512, i use the UVW Map exporter and tell him what size i want from there just before i export my map.
Fritz: Just so i learn, you think i can resize all of this to fit in one single window ? i would do that but i thought that making 3 maps would give me a better pixel ratio than just 1 or 2. If you know something i dont know tell me more about it
There are some cases where it can be useful to have different textures, for example if you want special shader effects on some of the textures but not all of it, or if you have a few pieces which need alpha maps for transparency.
In game-engine terms, it's generally better to have small things requiring special effects or transparency on their own small separate map, because if you have a full 1024x1024 texture where only a tiny belt or piece of hair is being alpha-mapped, it's more expensive to render the whole model trying to calculate the transparency for the whole map, rather than just the individual piece.
But that's probably more complex than you need to worry about now, and not really something any company would really be worried about, because it's easy to learn, and not necessary completely obvious
Sorry if I confused you there, looks like you're on the right track now though.
i guess your right, it would make more sense to work with 2 maps than 3 for me right now.
That's all.
Good luck hope to see some pimp'n soon.
One 2048 is equal in texture space to four 1024s. It is twice as wide, and twice as tall, which is 2x2 = 4 times bigger.
Now about texture calls. The more calls, the poorer the performance. Assuming you have diffuse, spec, and normal, three 1024s times three maps would equal 9 texture calls. Two 2048s times three maps each would be only 6 calls. This will perform better as far as the texture calls go, although the texture maps themselves will take up a bit more disc space.
In addition, it takes less wrangling and color corrections are much easier when working with fewer texture maps.
http://www.ericchadwick.com/examples/provost/byf1.html
They explain why it matters how many materials you break your model into, among other things.
This link is on crack, many thanks for this
http://www.ericchadwick.com/examples/provost/byf1.html
Thank you, thank you, thank you, thank you !