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Hand Painted Megatexture

Discussion in 'General Graphics' started by illinar, Dec 20, 2014.

  1. illinar

    illinar

    Joined:
    Apr 6, 2011
    Posts:
    864


    How do you think, how many texels there are in the scene (How big texture is?)? I want to make 3D hand painted game level and I wonder how possible it is to use this sort of megatexture approach for a level size of Team Fortress 2 level?

    Alternatively I can use mix of modular, tiled, and megatexture approach.

    Rage uses Megatextures and I wonder how big the entire texture is. I know that the source texture is terabytes and terabytes of data..
     
    Last edited: Dec 20, 2014
  2. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,995
    Why are you assuming it uses a megatexel like tech? (instead of the normal, "just a bunch of textures" approach).
     
  3. illinar

    illinar

    Joined:
    Apr 6, 2011
    Posts:
    864
    I should have mentioned that, probably. I was following the work of this artist. He paints texture over the 3d scene, without using tiling or modular texturing.
     
  4. pointcache

    pointcache

    Joined:
    Sep 22, 2012
    Posts:
    579
    Yes thats totally a possibility look into plugin Amplify Texture, make sure to see their into videos,
    basically that what you're looking for.
     
  5. illinar

    illinar

    Joined:
    Apr 6, 2011
    Posts:
    864


    1.2GB of final textures. but it's a very small scene, although textures are very grainy, I would need more smooth so they would compress better. But anyway, I think It's too many data I guess.

    Also from my rough calculations I need 32kb per square meter. How many square meters of geometry surface there is, let's say in Team Fortress 2 level?

    I would probably use modular and tiled textures with some unique touches and with unique low resolution second layer that would partially cover the level and give it some overlay. That should work pretty well. Only polygons that would have unique data on them would use megatexture space.