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Console texture maps

  • Lee3dee
  • April 7, 2005 at 5:08 PM
  • Lee3dee
    • April 7, 2005 at 5:08 PM
    • #1

    I'm working on a model for my reel, and I wanted to know is the norm for ps2 and xbox for textures is it 512x512, or can they goto 1024x1024? And what do you think the xbox2 and ps3 will be able to handle texture size?

    When texturing for 512x512 is it better to goto 1024x1024 and then scale down?

    Thx

    Lee

    ps. when did mapcore return, because I could never connect to it ;( for the longest time.

  • st0lve
    • April 7, 2005 at 5:11 PM
    • #2

    Its been here for a while now

    I'd say that making 512x textures at 512x is the best, but its probably all about personal feel in the end.

  • DaanO
    • April 7, 2005 at 5:22 PM
    • #3

    I'd say make textures at a high resolution so you'll be able to use them for years. Scaling down is always possible right?

  • insta
    • April 7, 2005 at 5:42 PM
    • #4

    Doesn't the Xbox only have 64mb of memory? I would think 1024x1024 textures are possible, but certainly not standard.

  • Lee3dee
    • April 7, 2005 at 5:44 PM
    • #5

    for an art test i did last year, I started with the base texture at 1024x1024 but the final had to be 256x256, and I got alot of pixels. I think i should of started at 512, so there was less of a push of data per pixel.

    Thought id ask, before I start texturing again :roll:

  • Minos
    • April 7, 2005 at 6:20 PM
    • #6
    Quote from insta

    Doesn't the Xbox only have 64mb of memory?

    Yes but its not the same of PC ram.

    lee3dee - Id say go for 1024x if you want to impress them. Resizing is really simple if they want a 512x instead

  • Lee3dee
    • April 7, 2005 at 6:24 PM
    • #7

    cool thx guys. I started with 1024 actually, but since im early in texturing, i could always stop and goto 512 someone was like "No wait!" ahahaha

  • kleinluka
    • April 8, 2005 at 3:10 AM
    • #8

    PS2 usually uses 256 and 128s. In some cases 512.

    Xbox its usually 256 and 512s unless you run low on memory

    The PC norm nowadays is 512 and 1024, same goes for next gen although larger objects can have textures of up to 2048 pixels. I would recommend to keep it as low and efficient as possible though. Every wasted pixel is a wasted bit of memory that could have better been used elsewhere.

    Hope this helps.

  • Mazy
    • April 8, 2005 at 8:55 AM
    • #9

    What luka said, also note that making textures in 2:1 ratio is the more optimal for the ps2, instead of making stuff in 1:1

    I dont know if this is a general ps2 thing or just with our engine, but its worth noting i guess.

  • kleinluka
    • April 8, 2005 at 5:31 PM
    • #10

    I usually like to paint stuff in original size... At the end of a day, one pixel is one pixel, and when working with a small amount of them I'd like to have the control over every single one of them =) I find using scaled textures often gives me a very... miniature and accentless end result...

    Then again, I've never worked on a PS2 game but DoD sorta had the same limits texture-size wise and did all those in original resolution @256/128.

  • mike-0
    • April 9, 2005 at 2:31 AM
    • #11

    go with the large size, definitely. you can scale down later.

  • kleinluka
    • April 9, 2005 at 3:09 AM
    • #12

    Thats what I would suggest too, IF you're not sure what res you are gonna use.. In that case you're better off doing a high-res version of your texture and scaling it down later if you have to for whatever reason. It's easier and less time consuming than making a low res texture and realizing later on that it needs to be more high res, cause then you'd have to redo the whole thing. if you DO know the resolution I'd work in the original size.. but thats only personal preference..

  • Mazy
    • April 9, 2005 at 2:30 PM
    • #13

    we usually do all our textures in 512x256, then it automaticly scales them down for the ps2 when we port the textures. I cant recall any textures we've done where its been the same size for all platforms actually

    And besides, who gives a fuck about the ps2 D: (/me cries)

  • Kosmo
    • April 14, 2005 at 8:47 AM
    • #14

    The best advice I got from a friend who works for Futuremark, when I asked about this sort of thing (texture size/polygon amount) he said, sure you can make a super realistic vase with millions of polygons and shading and all, but make it cool and out of 100 polygons with the smallest texturemaps and then you are impressive.

    I think Xbox can do 1024x easily, BUT if you can make the same results with 512x and make it look just as good, then you are on to something.

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