What are the current average specs for environment textures? For instance, I've worked under a 512x512 max and 256 pixels per meter specs for a while now - are you guys doing 1024 per meter, 2048... *cold sweats* 4096?
groovy, I prefer working at true res instead of downsizing stuff. This is for a fps open world game with large view distances. I may have to pack all the props for a single biome into a single texture sheet - ie: all the trees, rocks and smaller foliage for a jungle will use one diffuse, normal & spec.
Well first off, I think its really important to realize its not 2x or 4x, its 4x and 16x. I realize 2x or 4x are commonly used terms, but they are only correct if you're counting in one direction. Generally I wouldn't harp on this, but when you're talking about texture density per X units its pretty important. If you've…
Anyway yeah, back on topic. I think in the future we will move towards a movie/pre render "rule of thumb", which is to make the textures the "height of the end product" x "height of the end product". But since games aren't static, probably double will be used to compensate different zoom factors and what not. Kinda what EQ…
Yeah I know its a common usage thing, its just a bit of a pet peeve to me and unfortunately something I don't think everyone really understands, though I would hope most people do.
I agree with you Earth Quake. Whenever I work on something I prefer target res as well. Anyway I think that people (and myself included) use x2 or x4 instead of x4 and x16, because most of the time we say a 1024, 2048 or 512 texture. Therefore people only take that number in account and multiply only that. So a 1024(*1024)…
I understand the size difference, I just see everyone talking about authoring their textures at 4096. I had a feeling it was crazy overkill :P well, current gen here I go
I usually make my source textures (depending on what it is) 2k, then scale down to 1k. It really depends on the size of the object and the use of the texture.
1024x1024 is probably a good number, remember that 1K is 16x as many pixels as 256x256. 2K or 4K would really be overkill, especially if you consider 1920x1080 res, 4K would be 1:1 pixel ratio with a chunk of a wall 0.5m wide covering the entire screen, 2K would be about 1:1 at 1m. Though it really does *depend*, what sort…
thanks for the info, so you think 1024 per meter might be a good benchmark for high end PC/next gen consoles? I have to make me up some desert rocks, looks like I should pick up Uncharted 3 for some good reference!