I need it!
The issue I have is that I am creating some modular level pieces. And this particular piece was going to go on a 2048x2048 map... but I need an additional 1024 space. I am pretty sure using a 2048x3072 is not possible, but I am asking what do I do?
I can't pack it all within the 2048 or else this modular piece will be lower in pixel density compared to the others... I also can't put it on a separate map either. This piece needs to be on one map for the simplicity for the customer.
A friend had suggested unwrapping the object like a 2048x3072 then squashing it back in to fit a 2048, then painting the map at a 2048x3072 and squashing it down to a 2048. The only down side to that is that my pixels are no longer square.
Idk... I just need some options/advice if anyone has any.
Replies
Would a 4096x1024 work better for you? it would allow for a lot more tiling in one direction.
Is this thing so large that some areas won't be seen by the camera up close? then you can texture them at a lower pixel density.
Posting a pic of the model you are working on and your current UV layout will probably help us help you better.
Ben... The mesh has already been broken down to be tiled/repeated. Yes a 2048 is a lot of space but the texture requirements are supposed to be 1024 at the minimum. Therefor my other wall piece I made (this is a modular set) was already based off of a 1024. The wall piece I am talking about is about 2 of those skinny strips together.
Super Happy Cow - I am actually not sure that the resolution was impossible, but I was under the understanding that game textures had to fall under a power of 2. I am not sure if the size 2048x3072 falls under that category.
These are my base mesh... Haven't started lowpoly. The full room is on the left and the pieces I wanted to UV are on the right.
ZacD - Yeah I ran into his tut yesterday and I can't really do that due to these pieces being unique to each other. I would get odd normal seams.
Super Happy Cow - Because game engines don't support anything else. If it is just for a render... then it doesn't really matter.
There is literally hardly any geometry cuts here. Without seeing a concept it's hard to tell but seriously this looks so low poly that even a 2048x2048 for all of this might be excess.
Also is there a reason you have to put everything on one texture sheet?
Having 4x 512x512s would equal 1x 1024x1024 and would allow you to easily cut the meshes up a bit easier and in terms of using things in other areas (if this was to be used for a game) having everything on one sheet isn't always the best idea. Sometimes smaller textures for each type of modular asset is a better solution when building assets so you aren't loading a huge texture just for a small part of it actually being used in a level or area.
I can't speak for all studios and workflows / habits but that would be a better solution (IMO) than always focusing on making larger textures that are memory heavy..
Consider this.
Bram used a 1024x1024 for the base building and a 1024x1024 for all the additional surface detail parts in this modular building set.
The reason I am saying that I want to put it on a 2048 is because the wall on the right has to be a minimum 1024 texture as that is what the client wants. The piece you were looking at was a "piece" of the modular level. So to keep everything at a similar pixel density I don't want to force this one piece all down into a 2048.
This piece is going to be a "unique room" as stated by the client... I am trying to keep it fairly unique compared to the rest of the modular walls, floor panels, corner pieces, ect... I am creating something like this >>> link
As for putting it all on one texture... These pieces are going to be sold, so I don't know how to tell the user to make sure to put map A on parts blah blah blah, and map B on parts blah blah blah. I would just like them to be able to drop one texture on the piece and it all just work. Is there a better way to go about it that I am overlooking?