Hello everyone. I have a question that I haven't really found the answer to via google & such. How do you determine what size texture map to use when creating a poly mesh for something such as a mobile game or PSP spec system. For example, if i create a grid that is 8x8 (1 grid box = 1 meter) that would represent a street & sidewalk, would that mean a total texture size of 64x64? Any help would be great. Tks
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I helped a guy unwrap a crate once: http://www.polycount.com/forum/showthread.php?t=77405
I also helped a guy figure out how to unwrap a more complex object: http://www.polycount.com/forum/showthread.php?p=1225409#post1225409
Unless you're view and screen resolution is locked like a top down 3/4 view like a strategy game its hard to guess how big your pixel will be on the screen. When the player is the camera its hard to try and guess how close they will or won't get to your object. So rather than have inconsistent textel densities I shoot for the same ratio on all the objects.
I try to paint at res, however I keep in mind that one of the first things to get cut down is the material sizes. One of those brilliant fixes for being over the tech budget, whack all the materials for everything in half! Or things might get mip mapped prematurely depending on what else is on screen. Whatever happens it's probably a good idea to re-size your materials and see how they look at smaller sizes while you're working on them, make adjustments and account for things that might not hold up as well when then get downsized later.
If i was making a FPS i would have to use 2048x2048 because the player is going to see much more of the level, correct?
For example, Rainbow Six Siege uses 1024 texels per meter, so a 2048x2048 texture would cover 2x2 meters. Some materials allow more repetition without creating patterns that are too noticeable, so you could use for example a 512x512 for 0.5x0.5m and tile it. Other games have different texel densities.