What size textures should be used?

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9 comments, last by CharlieM 21 years, 2 months ago
In "Halo," the textures looked great (especially up close). I imagine the game must have used small textures. To achieve that kind of effect, what size textures should I use? How do I use small textures without the result of a visible tiling pattern? [edited by - CharlieM on February 12, 2003 3:26:16 PM] [edited by - CharlieM on February 12, 2003 3:26:51 PM]
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I''m pretty sure that smaller != higher quality.
Ok, their is a thing called filtering that goes on with textures and how to determine how to handle textures when they are viewed. Bilinear or trilinear are a few ways to deal with textures.
It shouldn''t matter how big the textures are if you use mipmapping
ASCII stupid question, get a stupid ANSI
quote:Original post by Yohumbus
shouldn''t matter how big the textures are


Wouldn''t that be nice.
The smaller a texture can be the better. And AP, id does matter.

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The big the texture the better. Because that means you can fit alot of detail in to one area instead of just repeating small ones.

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yes but they are small for reason...
put a a big texture on there and the fps drop
IIRC, UT2k3 uses 512x512 textures for its models. That''s not very small.
To increase the detail of a texture, the cheapest way is to mix a detail texture with it.. like a grainy black and white filter for sand or something.. allows for much more detail with much less memory..
Disclaimer: "I am in no way qualified to present advice on any topic concerning anything and can not be held responsible for any damages that my advice may incurr (due to neither my negligence nor yours)"

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