Texture size, baking and lightmap
by Renzo Sanchez · in General Discussion · 07/21/2006 (8:20 am) · 4 replies
Hi, I need some tips about applying textures to my models.
I have a small city; right now I have 50 houses and 50 buildings. I need to use a maximum of 100 mb of the video card memory. This is like 200 textures of 512x512. (dds format)
How should I work with textures for each house?
For each house I have 6 or 7 big textures, so I made a baking to texture (512x512 one house) and I made a light map also. So, for each house I have two textures of 512x512. This works fine but, I just can use a maximum of 100 unique houses.
So, right now I am working with each texture of each house and reducing the size:
Now I have for one house these textures:
64x64
256x167
128x96
64x64
64x64
64x64
256x256
The problem is that I can't make a baking with these textures because looks bad. And if I have 7 textures for one house, I can't apply light map neither. What should I do? How should I work the textures for each house?
Thank you.
I have a small city; right now I have 50 houses and 50 buildings. I need to use a maximum of 100 mb of the video card memory. This is like 200 textures of 512x512. (dds format)
How should I work with textures for each house?
For each house I have 6 or 7 big textures, so I made a baking to texture (512x512 one house) and I made a light map also. So, for each house I have two textures of 512x512. This works fine but, I just can use a maximum of 100 unique houses.
So, right now I am working with each texture of each house and reducing the size:
Now I have for one house these textures:
64x64
256x167
128x96
64x64
64x64
64x64
256x256
The problem is that I can't make a baking with these textures because looks bad. And if I have 7 textures for one house, I can't apply light map neither. What should I do? How should I work the textures for each house?
Thank you.
About the author
#3
If having highly accurate lightmap data baked into your texture is important you will need to consider doing things another way.
07/24/2006 (1:41 pm)
Unless you have expliciet UVW mapping so that no two faces share the same UVW space you are pretty hosed with your lightmap baking. When faces share the same locations in UVW space you can what seems to be odd results in the RTT result, these are caused by the renderer having to choose which faces should be drawn in which order (which is dicated first by node and then face count starting from 1).If having highly accurate lightmap data baked into your texture is important you will need to consider doing things another way.
#4
07/26/2006 (4:53 pm)
No support for more than 1 UV channel in TGE or TSE as far as I'm aware. So you can't really do lightmapping in 3dsmax. Unless your making small skinned models for something like a RTS.
Torque Owner John Doppler Schiff
What tools are you using?