Hi everyone!
I did brief search for game level texturing threads, but didnt exactly what i was looking for.
Basically I’m trying to avoid “tiling textures”. And wondering what possibilities there are.
I’m doing UVW maps for all the objects in the level.
That way i can paint in grime/weathering along edges and corners of stairs, walls, openings… and also use same uvw-s for baking GI onto same textures to end up with final texture map.
The problem i obviously run into with large objects is that i would need really large resolution maps(bigger than even 2048px).
So i began splitting large objects into separate blocks.(for example square shaped floor that is 100m by 100m could be split into 4 blocks, each 50m by 50m)
Anyone else tried this and how far you can get with performance? I should soon have my test level ready to check real time.
If memory consumption is based on whats in players view, i might have like about 5 2048x2048 maps, and some 1024x1024 maps…
Here are couple hires light map tests so far:
http://lookfilms.eu/sandbox/whiteroom01.html
http://lookfilms.eu/sandbox/spawnarea01.html
P.S.
i’m possibly looking for partners or to join someone’s game project ![]()