Hi everyone!
I am having a some trouble cause i cannot figure this one thing out..
If i had to create this scene (random image i found on googe images):
http://i.neoseeker.com/ca/crysis_conceptart_XqmbW.jpg
as a low poly game scene, but was limited to the number of texture maps.. how would i texture the terrain? I always used a tillable texture but in this case i would not have the luxury to waste one entire texture just for the terrain cause there are alot of props and other stuff going on in the image that would need the valuable texture space.
Flattening the map and using the entire texture would just make a very low rez texture.. although it would make for some unique details.. but it would end up looking a blurry mess i think.
The other option i thought of was to face map the textures but that would not work great cause then the geometry could not be too subdivided.
So what is a work around this.. how to create a good looking texture for the entire terrain knowing that it has to share texture space with other assets?
Any help would be apreciated.
Replies
Not sure on the shaders, but i dont think i can go to crazy with it. Can you elaborate a bit on using the grayscale channels?
Are you really limited by the number of texture draw calls you can have? Time to bust out the texture atlas?
I dont think just flattening the entire terrain and make one huge ground texture would be the proper way of doing it (i think?).
Normally i would just give the terrain its own tilabe texture, but having it within a texture atlas confuses me, cause i cant figure out how to get it to tile correctly over an uneven surface.
Duplicate the plane while moving it with snapping on so that it tiles with the other planes.
Once you got the general layout of the terrain done, you can then merge all those planes into a single mesh (or add extra divisions) and start sculpting the terrain.
for the props you might want to make a texure atlas.. less texture calls the better. unfortunantly i am learning the hard way working on a ps3 and vita at the same time .
this is the most optimal texture for a level.
http://www.udk.com/showcase-amazing-one-texture
If you use a single channel for a greyscale diffuse you can use a technique called gradient mapping, there is at least 2 threads I know of on polycount that talk about it so do a search :] Remember for textures like your normal theres a spare alpha channel usually so you could put in greyscale textures into those spare channels.