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3 Dimensional Chat / Question about Effective use of UV Map Textures..

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David Gervais
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Posted: 9th Jun 2009 17:30 Edited at: 9th Jun 2009 17:31
I was wondering, If a texture map is set up to be used by multiple models, would that be an effective use of a texture map?.. Here is an example..



I have 2 objects (separate models) a wood plank and a box/crate. I put both textures in one bitmap, mainly because I wanted the texture Quality to be higher quality, but also didn't want to have wasted space in the UV texture. I'm not convinced 'stretching' textures or UV coordinates is a good thing to do.

My question is this, Is using 1 texture map for several models a good effective use of textures? or will the models both keep their own copy of the texture bitmap and use up more memory than having them separately.

This stems from some textures fitting better in non-square bitmaps, IE 512x256, and by putting 2 textures in one bitmap I have no wasted space and it helps them fit graphics cards that require square texture maps.

Any thoughts?

Cheers!

P.S. the zip with both models and the 'shared' texture map are attached.

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Quik
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Posted: 9th Jun 2009 18:03
i dunno, but i know that Mount and Blade uses this =P they have all weapons in 3-4 different uvs, and they have all armors on 3-4 aso.. =P


[Q]uik, Quiker than most
BMacZero
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Posted: 10th Jun 2009 01:38
I'd imagine the texture only needs to be loaded in the VRAM once, when the image is loaded. Even if it is stored multiple times, your way still uses less hard drive space. Genius!



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=Acid=
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Posted: 10th Jun 2009 14:04
Actually only if you have space on another texture map for it, and you know putting it on a separate would waste pixel density and performance. A box should probably have it's own square texture map, you would get a lot more without having to share it with a wooden plank. Good idea though.

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Alucard94
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Posted: 10th Jun 2009 16:42
Well it's all probably dependent on what you're using it for, if you know you can spare another texture map it's obviously better to do so simply for quality's sake and such.


Alucard94, the member of the future of the past.
David Gervais
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Posted: 11th Jun 2009 04:48
I was mainly thinking of very low poly models where 'normally' 256x256 for the texture map is fine. making them part of and sharing a 512x512 texture maps kind of gives me the room to make more detailed textures and I'm thinking like 3 models per 512x512 texture map would be ideal. And the way I did it in the sample, there is room for a decent 3rd model texture. I'm gonna add a third model/texture to this sample and you all can be the judge.

Cheers!

Quik
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Posted: 11th Jun 2009 08:45
this games uses 1 texture map for like 10weps, 10 items aso, the texture map is i belive 512x512 =P not very detailed though, but it works, take a look at the game, it is brilliant AND the graphix is decent=P


[Q]uik, Quiker than most
David Gervais
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Posted: 11th Jun 2009 13:49
Erm? Did I miss something? What game? I don't see a game mentioned or any link? How am I supposed to "Take a look at the game"?

It's too early for my brain to figure this one out, Cheers!

Quik
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Posted: 11th Jun 2009 15:11
ops... i forgot to linkXD http://www.taleworlds.com/ sorry for that... XD


[Q]uik, Quiker than most
Math89
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Posted: 11th Jun 2009 15:57
Sharing a texture map can be a good way to optimize the rendering of a scene because OpenGL or Direct3D wouldn't need to reset the current material for each object you need to draw.
Sid Sinister
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Posted: 11th Jun 2009 20:06
Yup, having a single texture map instead of two is better performance wise. It only needs to be loaded once. However, keep in mind that if both objects will not always be on screen at once, or not at all, it's sort of a waste. I think it's better to group objects that have something to do with each other inside a larger texture sheet. For instance, a character, and all gear he might get.

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JLMoondog
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Posted: 11th Jun 2009 21:04
WOW does a very good job of using less texture maps. If you look closely at buildings and such, you can see repeated patterns, but it's so spread out and effectively used that you'll only notice it if you look for it.

Quik
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Posted: 11th Jun 2009 21:44
@ josh mooney: Another reason to why WoW is so great^^ though i dont play it anymore, still it's a great game.


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Oolite
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Posted: 12th Jun 2009 23:59
I tend to share texture maps when the space is available. Its usually on environment objects where i'd load up a single texture map and then instance the model around the world. I'm not sure if its the fastest way to do this but i can get good speeds with it.
It also tend to group them together, for instance, i have wooden types together, metal types together, plantlife together and so on and so forth, it helps for me because i can recognise any weird colour contrasts between models at an earlier stage rather than when i'm putting a level together and having to go back and retexture something, I tend to stray from my colour palette a lot...

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