What size textures should be used?
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]
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.
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.
Yo Tyler, I hear your mum''s goin out with... SQUEEK!
Yo Tyler, I hear your mum''s goin out with... SQUEEK!
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.
<(''''<) <('''')> (>'''')>
Ang88 Signing OFF...
<(''''<) <('''')> (>'''')>
Ang88 Signing OFF...
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..
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