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Game Maker Forum->Resources->3D graphic design
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| Xception |
Posted: Oct 23 2006, 07:04 AM
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![]() custom member ![]() Group: Spider Squishers Posts: 328 Member No.: 90 Joined: 11-April 05 |
It's said to be faster using only one texture for models than using more because of texture switching or something like that.
But at least in my opinion it's easier to use more than one textures for different materials or elements in the model and you can produce models with lower polycount because you can tile the textures and reusing of textures is easier too, when using a seperate texture for each material. I always used one texture but I think I'm going to change this. At least for big objects like buildings it seems to be a bad way to just use one texture. I surely cannot use just one texture for a whole level. So how do you texture your models? edit: I'm not talking about multitexturing, just applying different textures to to different polygons of a model. -------------------- There's a sucker born every minute.
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| Wolf Dreamer |
Posted: Oct 23 2006, 11:38 AM
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Relentless Seeker ![]() Group: Lord of all penguins Posts: 3742 Member No.: 1 Joined: 18-June 04 |
Loading set textures into RAM, and using them for many differant models sounds like it'd be faster.
A gray steel metal texture used for all the weapons, a stone texture used for mountain terrain and then reused for stone giants, etc. I think its faster to put all your textures together when doing texture mapping for certain types of objects, such as the globe in that wikipedia artical. For a large map, it seems like having one giant texture map would be slower than just having one texture for grass, one for stone, one for dirt, one for the road, etc. The people over at the Irrlicht or Ogre forum would probably have experience in this, and be able to answer that question. Or over at devmasters or a similiar such forum. -------------------- Wolf Dreamer
The last sane human being in a world gone mad Click here to go to the forum room with all the funiest stuff ever posted on the forum. We have penguins. |
| bami |
Posted: Oct 23 2006, 03:33 PM
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already in afterlife ![]() Group: The Penguin Elite Posts: 1571 Member No.: 85 Joined: 9-April 05 |
Depends on the model, for a landscape with buildings and such, I use max's Multitexture thing, which is what you described (using multiple textures on different polygons on a model). On characters, I usually make a pretty UV map, and connect everything together.
Lightmaps is another thing though, thats why I like the set second texture thing in Xtreme3D2, although I haven't gotten it to work. -------------------- I'll stick in my signature whatever the hell I want here
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| Basil_Fawlty |
Posted: Oct 24 2006, 11:16 AM
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hopeful seeker ![]() Group: The Penguin Elite Posts: 38 Member No.: 305 Joined: 3-June 06 |
I generally favor a series of small, multi-use texture maps rather than one larger map for each object or figure. Some situations do benefit from the use of a single map, however.
Does this line of questioning have any implications for X3D? |
| Xception |
Posted: Oct 25 2006, 03:13 AM
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![]() custom member ![]() Group: Spider Squishers Posts: 328 Member No.: 90 Joined: 11-April 05 |
No, I just wanted to know because everywhere you can read that you should use one large texture rather than many small textures.
-------------------- There's a sucker born every minute.
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