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how do you determine map sizes on objects ?

Submitted by Kratos on
Forum

Say for instance within a level .. we have a chair a table and door, how do you determine which object will received a 256x256 map or 128x128 map, etc.

likewise for walls,floors and roofs, how does one come up with the sizes ?

Submitted by mcdrewski on Sat, 20/08/05 - 6:49 AM Permalink

as a non-artist, I would hope that the answer is that you use the smallest possible map size which will look ok.

Submitted by LiveWire on Sat, 20/08/05 - 6:57 AM Permalink

depends on your texture budget, how close it will get to the camera, how big it is, and how promintaly it features.

Submitted by Kratos on Sat, 20/08/05 - 7:08 AM Permalink

I've read somewhere about texture measurements, where a centimeter would be 2 pixels, so if a wall is 3 meters high it would occupy 300 pixels in texture height. Similarly if a table is 1 meter high it would have a texture height of 100 pixels. Would this be the way to go ? So if we use this method, we then give the object thats 300 pixels in height the closest texture map size like a 512x512 map ? and the 100 pixel object a 128x128 map ?

Submitted by Kratos on Sat, 20/08/05 - 7:12 AM Permalink

quote:Originally posted by LiveWire

depends on your texture budget, how close it will get to the camera, how big it is, and how promintaly it features.

How is the texture budget determined ?

Submitted by LiveWire on Sun, 21/08/05 - 12:42 AM Permalink

how much memory you have to play with basicaly

Submitted by Kratos on Sun, 21/08/05 - 4:18 AM Permalink

I see .. thanks for that.

Submitted by urgrund on Sun, 21/08/05 - 9:25 AM Permalink

if you're looking for a uniform approach... you should already have a texture ratio defined for your game. HalfLife 1 used a 1:1 ratio, which means a 128x128 texture covered 128x128 game cubits. A single cubit is generally 1 inch. Quake3 used 2:1, UnrealEngine3 boasts 16:1!

So that makes it easy to determine! :)
If you were using an 8:1 ratio (8 texels to 1 game cubit) it would mean your base texture tile is 1024x1024 and it would perfectly fit a quad in game that is 128x128 units.

What LiveWire mentioned should be the determining factors in the ratio you chose... UE3 is planned for PS3 and Xbox360, so a 16:1 is fine... Quake3 was aimed at PC's years old now, so its 2:1 worked well with regards to the target hardware.

Submitted by Kratos on Sun, 21/08/05 - 10:47 AM Permalink

Sorry not very good with inches. What would a 128x128 game cubit be in max in meters and centimeters ? what size would this cube in max be ?

Posted by Kratos on
Forum

Say for instance within a level .. we have a chair a table and door, how do you determine which object will received a 256x256 map or 128x128 map, etc.

likewise for walls,floors and roofs, how does one come up with the sizes ?


Submitted by mcdrewski on Sat, 20/08/05 - 6:49 AM Permalink

as a non-artist, I would hope that the answer is that you use the smallest possible map size which will look ok.

Submitted by LiveWire on Sat, 20/08/05 - 6:57 AM Permalink

depends on your texture budget, how close it will get to the camera, how big it is, and how promintaly it features.

Submitted by Kratos on Sat, 20/08/05 - 7:08 AM Permalink

I've read somewhere about texture measurements, where a centimeter would be 2 pixels, so if a wall is 3 meters high it would occupy 300 pixels in texture height. Similarly if a table is 1 meter high it would have a texture height of 100 pixels. Would this be the way to go ? So if we use this method, we then give the object thats 300 pixels in height the closest texture map size like a 512x512 map ? and the 100 pixel object a 128x128 map ?

Submitted by Kratos on Sat, 20/08/05 - 7:12 AM Permalink

quote:Originally posted by LiveWire

depends on your texture budget, how close it will get to the camera, how big it is, and how promintaly it features.

How is the texture budget determined ?

Submitted by LiveWire on Sun, 21/08/05 - 12:42 AM Permalink

how much memory you have to play with basicaly

Submitted by Kratos on Sun, 21/08/05 - 4:18 AM Permalink

I see .. thanks for that.

Submitted by urgrund on Sun, 21/08/05 - 9:25 AM Permalink

if you're looking for a uniform approach... you should already have a texture ratio defined for your game. HalfLife 1 used a 1:1 ratio, which means a 128x128 texture covered 128x128 game cubits. A single cubit is generally 1 inch. Quake3 used 2:1, UnrealEngine3 boasts 16:1!

So that makes it easy to determine! :)
If you were using an 8:1 ratio (8 texels to 1 game cubit) it would mean your base texture tile is 1024x1024 and it would perfectly fit a quad in game that is 128x128 units.

What LiveWire mentioned should be the determining factors in the ratio you chose... UE3 is planned for PS3 and Xbox360, so a 16:1 is fine... Quake3 was aimed at PC's years old now, so its 2:1 worked well with regards to the target hardware.

Submitted by Kratos on Sun, 21/08/05 - 10:47 AM Permalink

Sorry not very good with inches. What would a 128x128 game cubit be in max in meters and centimeters ? what size would this cube in max be ?