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3d Max Texture burn?

3d Max Texture burn?

2004-02-24       - By Barry Swan

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Reply:     1     2     3     4     5     6     7     8     9     10     >>  

> I don't understand the saving here.

Imagine you have a large wall, with your normal texture (eg 512x512
pixels) repeated 10 times in each direction.
If you bake that with the lightmap, you'll either end up with a new
texture 10 times the original in each dimension (which of course can't
be used, since it would be 5120x5120 pixels) or it'll compress to a
usable size (512x512 again) which would now be 1/10th of the original
texture's detail. Or, alternatively, it might split them up into 100 new
textures to keep the resolution. Whichever way you look at it, your
original simple tiled wall is now unfeasible in any 3D engine.

By keeping them separate you get the benefits of original texture
details, as well as decent lightmaps (which to be honest don't need to
be any where near the resolution of the overlying texture to look good).

Definitely makes sense - the larger your scene the better.

As for the vertex matching, it's not difficult, just a bit of a pain to
write, but even then not too big a job, since you merely want to create
an index lookup between the 2 models and then merge them into your own
format (which can be as simple as a list of vertices, faces (with
additional Uvs for lightmap) sorted by texture use. Then you rebuild in
lingo at runtime (or save out using filesavemode, although personally
I've never got that to work but not really spent long trying). It's all
pre-processing so no big deal.

Barry
gerbil@(protected)


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