This is definetly something every texture artist should keep in mind. Although all the math might scare off some artists. With the HL2 example, if you just keep in mind that a 128x128 unit poly square uses a 512x512 texture, then you can just go off of that for all the textures. So a 64x64 piece of geometry would take a…
The rule of thumb I follow is that if it looks good move on to something else, there is no way to have a set of rules that work all the time unless you work on the same game engine and same game type for the rest of your life. Example, the last game I worked on we had a somewhat fixed camera and no mip mapping support so…
I'm sure that this is more than likely a known thang' to most of you enviornment artists out there, but I'm reletively new to scene building. This all came to mind after working with the Halflife2 SDK, and seeing the way they created their textures. If you break it all down, there is a very simple system they used, which…