Development > Artwork

Texture specifications

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Legendman3:

--- Quote from: MCR on April 06, 2010, 12:30:00 am ---e.g. 512x256 or 512x1024 or 1024x1024.

--- End quote ---

I meant this

Sepelio:
No gloss maps then? How about glow maps?

H-Hour:
Hi Sepelio, a couple questions/answers:

1. What are your textures for? Maps I assume? The texture size is really a matter of getting the most bang for your buck. If it's a texture that's likely to be used large on a wall/floor or something, give it a bigger size. If it's going to go on something smaller (little mechanical things and other objects that won't be too large), give it a smaller size. As a general rule of thumb, other than special textures I'd never really use less than 256x256, and almost everything is not higher than 512x512. If you want any advice on this, you can attach them to the forum and I'll recommend some good sizes. Or you can send me a PM and I'll pass you my email address.

2. The game only supports a normal map, and there's a particular way they need to be done. Check out this wiki article for making normalmaps. You can specify more things about your texture (shine, bump height, etc.) through the material definitions.

3. The devs will tell you we can always resize textures, but if you're putting noise/dirt/wear into it, this is often finely tuned to the size of the texture. IMHO, resizing often disrupts the style and quality (in ways other than a simple reduction in size). That's why it's good to get the right size. But this is hard if you're not actually creating a texture for a specific application. Which brings me to the final point -- with textures you're already halfway there. Why not try your hand putting those textures to brushes in Radiant? You know best what how you intend those textures to be used. An RMA tile can be small and more manageable.

4. If you can, please always provide the source files for the textures as well, whether that's Gimp, Photoshop or something else. This way we can make changes later if needed, and this is especially useful if the textures aren't already created for a specific application.

H-Hour:

--- Quote from: Legendman3 on April 06, 2010, 12:25:03 am ---What is the higgest quality we have on the game?(Im talking to the admins)

--- End quote ---

I'm not an admin, but to my knowledge there isn't a maximum set. It's all about balancing the load on the game with the impact of a particular texture, judging whether more pixels will make a significant visual impact to be worth the reductions you'll have to make elsewhere.

Legendman3:
H-Hour my question was already answered. Go to Sepolios question now

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