Agree! If you check out The Ascent, you'll see how they pushed this idea of procedural/modular content even further into a fully-fleshed out game. https://gdcvault.com/play/1027800/Building-the-World-of-The
I still find this thread mindblowing. It is a method of texturing I like very much, just needs a lot of planning. Is there any name for this kind of texturing method? I'd like to find more information about the technique and games where it was used. There are some hints in the thread, but nobody spells anything out -…
I was just confused when I read "gray scale" because I thought that meant every texture literally had to be gray. I didn't know how a Normal and Diffuse could be gray when it needed color haha. I don't want to get off topic, but I feel like it's relevant to this texturing process. If not I'll delete and create a separate…
toxic_h2o: hehe, I havent really kept track of the hours, i do put quite some time into it. Assets are very fast to make, alot of time was spent on thinking and trying to get inspiration for what to build, and how to work around stuff. I have been trying out alot of new stuff I havent tried before, outside of what im doing…
The lightmap is a separate UV channel, unless you are texturing using unique UVs. If we are to follow your logic, game companies must be stupid to spend so much time optimizing textures and building game levels modularly...
this is very cool, whats it like in terms of draw calls? is it more efficient to make games with more textures and less shaders or less textures and more shaders? I cant even use shaders most of the time when making ios games :(
Very nice! Are you adding padding in-between each modular piece so there's no bleeding as you get to mips? I'm experimenting with the same technique with my stuff, although I'm not up to the same stage as you yet. Idea being to minimise draw calls :)
I was looking around in Halo: Reach the other day and I noticed they used a similar technique on a lot of their maps like Sword Base and Zealot. They use the same trim everywhere but it has no diffuse, only a normal map (maybe an AO as well?). This way they can stretch it out or rescale it to break tiling without anyone…
bgoodsell: on a technical level, yes. I am trading texturememory for shaderinstructions (because it takes a few shaderinstructions to assemble everything) but since everything is only using one shader per objects its only one drawcall per object. It also allows me to have larger objects combined together because they share…