Megatexturing Game Levels

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 :wink:

I think i was being pretty stupid :roll: hoping to get completely unique per poly uvw maps.

Anyways I ended up doing compromise in uvw mapping, some polygons reuse same texture in the texture map, and certain areas like edges/ends of object use unique uvw space. I don’t think u can notice any visible tile-ing though.

Here’s my textured small scene test:
http://lookfilms.eu/sandbox/level02.html

How you made that cute sunshine on textures?

Actually, just the standard unity3d “Lightmap Bump Specular” shader. I didn’t use bump map in this yet.
Also I have glow image effect on camera. It’s set so it gives subtle softness.