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Texturing approach used in Skyrim?


Hagroth

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Kudos, ghosu! I understand now, the elements are placed anywhere inside the Unwrap UVW space which is full of that same texture and thus can look different even though they all use the same 1024x1024 texture, and they could also use slightly different parts of that texture as it is repeated throughout space. I'll just make some 1024x1024 tileable textures and just use this procedure for the parts that don't need specific detail. Once again, thank you so much for taking your time, and I'm sure this might be useful to other beginners! :)

 

Just one more question, the memory this model will use for texture will only be dependent on the amount and resolution of textures used on the model, not so much how the parts are mapped (like the size of the elements in UVW space and so on), correct?

 

And yup, doctorhr2, normal maps and specular maps are definitely important, I noted that while playing Skyrim on the 360. I'll just make specular level and normal equivalents for every 1024x1024 diffuse map, if that'd be a reasonable approach?

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Yeah... there's some debate as to whether you should use a seperate specular map or make it an alpha channel of your normal map. Do both, see what works. Don't forget your alpha channel on the diffuse map either. I don't know whether you know this (I didn't) but you can overlay identically sized pieces of your mesh on the UV map. For instance, if you're modelling a sword, you lay both sides of the blade one on top of the other on the same part of the UV map. It saves space and means you can have fewer but larger pieces of mesh and more dertail on your texture map, if you don't mind the same texture being applied to both sides.

 

Oh, and before UV mapping, go through your model and make sure all polys that can't be seen are deleted. Lots of potential wasted space there.

 

Just though it worth mentioning.

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