I've noticed games like Unreal and Gears of War have amazing texture resolution for each of their meshes, and I recently heard of a process that would allow up to a 12K map, be compressed down to a 1K map to contain all of those high resolution details while having a usable map size through dds file format. Is this possible to do? And if so how is it done? Can you have really big maps then scale them down without losing any detail? I am really curious to figure this out to further push the textures of my characters.
A few examples of image maps and texture layout that show an extreme amount of detail that I am trying to achieve:
http://www.gameartisans.org/contest...als_1_2711.htmlhttp://www.gameartisans.org/contest...als_1_4588.html
Any help would greatly appreciated! Thanks in advance!!
-Menty
Replies
I've never heard of anyone using 12k maps before (I assume you mean 12288 x 12288 pixels? That's 12x1024 which seems like a very odd number...), where did you hear about this?
The way Unreal Tournament and Gears of War do it, apart from having high-res source textures (which usually get scaled down to 1024x1024 so they lose some of the finer detail, and then get DXT compression so lose more quality), they also have tiling "detail" maps which are usually just fairly generic noise or pattern which is overlaid or masked over the whole texture at a higher resolution, blended on top in the shader.
This way you get a rough approximation of fine detail (eg. concrete bumps/metal scratches) and still retain the larger shapes and details in the overall texture.
I can't think of a way of scaling down 12288 pixels to 1024 and still retain the detail, perhaps you are confusing some different techniques?
http://www.gameartisans.org/contests/dw/4/view_entries/finals_1_2711.html
http://www.gameartisans.org/contests/dw/4/view_entries/finals_1_4588.html
those are both 2k ie. 2048x2048
@ Menty - where did u read 12k ?
12K (as it reads in your thread title) is waay to big.
What he's talking about is using an app to mix textures/proceedurals.
I heard some of those guys talking at the FMX in Stuttgart ('07 I believe) and they really believe that its the future - node based procedural materials. But personally i haven't seen much proof yet of awesome examples. Most great stuff we see these days are all bitmap based because the artist has way more freedom and control with the existing tools - and Photoshop is a major reason for that.
http://wiki.splashdamage.com/index.php/An_Advanced_Terrain_and_Megatexture