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UDK One-Texture Environment

  • sarge mat
  • March 27, 2012 at 11:26 PM
  • robert.briscoe
    • March 31, 2012 at 1:23 AM
    • #21
    Quote from PhilipK

    Followed this a bit over at polycount and I'm really glad that this kind of optimization mindset is promoted. It's an impressive scene and no doubt good use of texture memory there. It's kind of a fresh breeze among all the "2048x2048 normal, diffuse, spec" trashcan props out there.

    Quoted for truth!

    As an optimisation freak myself this scene is an inspiration!

  • Sentura
    • March 31, 2012 at 10:01 AM
    • #22

    i would really like to see how the texture looks with all channels displayed, because i'm still not able to comprehend how the fuck this is possible

  • Froyok
    • March 31, 2012 at 10:30 AM
    • #23

    [Blocked Image: http://i.imgur.com/L4AZ4.jpg]

  • kleinluka
    • March 31, 2012 at 4:18 PM
    • #24

    We actually worked in a very similar way on Deus Ex: HR, most of our normals were just a single template texture that we mapped on everything. It certainly helps for memory but it's also very time consuming.

  • Algor
    • April 1, 2012 at 4:32 AM
    • #25

    ultraderp series

    Thanks for sharing the texture breakdown screen. I took a quick look in UDK but only managed to come across two of the different embedded textures (there are about 100 options in the damn texture setup window :E)

  • Rick_D
    • April 1, 2012 at 11:40 AM
    • #26
    Quote from Pericolos0

    I actually did a similar thing to this when I was back at grin: http://www.brameulaers.com/lxy.htmlPretty much all of the boat exterior is one 1024 texture that has all the wood, plastic, metal, cloth etc on it =). And this is without shader tricks or baked lightmaps

    this is what i don't get, people are losing their minds over this like it's something new or special. maybe that's what happens when you send shit to kotaku on a dry news day.

  • Sentura
    • April 1, 2012 at 11:45 AM
    • #27

    hipster.core did super texture challenges before they were cool

  • PogoP
    • April 1, 2012 at 1:18 PM
    • #28
    Quote from Rick_D

    this is what i don't get, people are losing their minds over this like it's something new or special. maybe that's what happens when you send shit to kotaku on a dry news day.

    Well what this guy did is a more extreme version of what everybody else does with modularity at the moment. He has made literally an entire environment from these 2 tiny textures, not just the walls/floors/ceiling.

  • cincinnati
    • April 1, 2012 at 4:51 PM
    • #29

    but also done it in an environment that accommodates it generously.

    still impressive, though.

  • Minos
    • April 1, 2012 at 8:10 PM
    • #30

    While the environment definitely looks cool for what it is I think the final product suffers a lot from this limitation. There is obviously no material variation, everything is made from the same reflective metal surface. It's a nice exercise and I'm sure the guy had a lot of fun working on it but I really hope that doesn't become an excuse to not make textures for your environments (already saw 2 other "1 texture" environments on other forums..).

    Material variation is one of the most important aspects of making an environment interesting. I'm not talking about using more textures, but having different materials. I'm gonna sound like Sentura now but the way the human brain works is by comparing 2 (or more) elements against each other. For example: Let's say you have a huge ass building with a large flat facade. If you don't have any ground-level details for scale reference the whole building is gonna look way out of proportion and disturbing. This is also the reason why it's always good to include a character model in your screenshots for scale reference and always have a character model inside your scene for quick reference when modeling. This is also true for materials. If you want to have your metal look and feel like metal, it's a good idea to place it next to other different materials, such as concrete or wood. This is definitely something I would have explored further on Zest Foundation if I was to make it today.

  • 2d-chris
    • April 1, 2012 at 8:27 PM
    • #31

    yep you sound like sentura

    but your correct

  • Steppenwolf
    • April 1, 2012 at 11:59 PM
    • #32

    This is pretty cool but i hope it doesn't become a trend in actual game development. Give me them terrabytes of texture memory future consoles!

  • PogoP
    • April 2, 2012 at 1:08 AM
    • #33

    If I said that stuff, you guys would jump on me and call me names. But because Mino and Rick said it.... It's all good.

    Bastards!

  • Sentura
    • April 2, 2012 at 1:14 AM
    • #34
    Quote from PogoP

    If I said that stuff, you guys would jump on me and call me names. But because Mino and Rick said it.... It's all good.Bastards!

    please, if i said that this thread would get locked from the ensuing shitstorm

  • Bunglo
    • April 2, 2012 at 1:43 AM
    • #35

    Once you've worked at top studios like Dice and Blizzard, everything you say regarding game development is fact.

  • Rick_D
    • April 2, 2012 at 11:26 AM
    • #36

    please, like i know fuck all about anything. i am just being grumpy and bitter that other people have better ideas than me. and minos is a fucking tranny so fuck his opinion amirite. go usa! go jesus!

  • PogoP
    • April 2, 2012 at 11:34 AM
    • #37
    Quote from Rick_D

    please, like i know fuck all about anything. i am just being grumpy and bitter that other people have better ideas than me. and minos is a fucking tranny so fuck his opinion amirite. go usa! go jesus!

    Haha that's very humble of you Rick. I'm exactly the same, but people just get pissed off when I say that kinda stuff

  • knj
    • April 2, 2012 at 12:07 PM
    • #38
    Quote from PogoP

    Haha that's very humble of you Rick. I'm exactly the same, but people just get pissed off when I say that kinda stuff

    and you guys stilll give a fuck ? :]

  • Minos
    • April 2, 2012 at 6:15 PM
    • #39
    Quote from PogoP

    If I said that stuff, you guys would jump on me and call me names. But because Mino and Rick said it.... It's all good.Bastards!

    Stop bitching

  • PogoP
    • April 2, 2012 at 6:16 PM
    • #40

    NOBODY LOVES ME

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