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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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Kurt-olsson

UV Mapping big texture (incl bump mapping)

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Hi!

I have just discovered how to UV map my whole game-level by using unwrap and then Blender creates a texturelayout that i can fill in with my textures. This is soooooooo coool, and makes it easy for me to texture. It means only one big texture-file for my whole scene.

How is this performance wise?

I plan to UV-Map an entire FPS level and make three big textures:
1 Textures
2 Bump Map
3 Specular Map

Is this a good way to do it?

With the areas i dont want to bump-map will just be solid and the areas i will create some bumping i create bump-color.
Same with specular, where no specular i leave out from the layout texture.

any ideas?
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[quote name='KurtO' timestamp='1349168880' post='4986003']
Is this a good way to do it?
[/quote]
In common: no

The reason is, that the hardware only support certain max texture resolutions, older hardware only 8192x8192 or even 4096x4096 and this is not much if you unwrap your whole level automatically.

The other issue is, that environment art often reuse texture extensively to keep a good level of texel density.

But there are always exceptions,i.e IdTech5 has mega textures support, which could be used to do it this way. But this is the only game engine which comes to mind using this technique in games and the engine is not available (only to bethesda). Edited by Ashaman73
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