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Noob question about texture resolution and detail in games

post #1 of 6
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I'm curious about something. I understand textures have their resolution in games, so lets say the resolution of a texture is 1024x1024. When the artist or whomever is designing that texture, do they start with a more detailed image and then downgrade it?

Or do they make a custom image for that texture resolution, filling in each little pixel in the 1024x1024 space?

I guess what I'm trying to say is, do most games start with more detailed images then downscaled them say for like a console game like modern warfare 3?

Do the developers have assets that are better quality they could hypothetically release to us pc gamers?

Just curious if that's what happened with games like Crysis 2 and the hd textures pack they released later too, like were these the original textures?
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post #2 of 6
Generally you grab the textures in the most highest resolution you can get and store those as originals. These are modified in photoshop or whatever it is that you need in the development process.

Then from there, you can start figuring out what your constraints are based on the game you're developing. If its a mobile game ( where the graphic processors are nowhere near what you'd get from a PC for example ), then the texture quality may need to be scaled down so the application doesn't consume too much memory.

There's also technicalities with the dimensions of the textures because some programs (such as Unity) will produce un-intended outputs if the inputs doesn't conform to what the software requires. For example, one constraint is only being able to use "power of 2" texture dimensions.
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post #3 of 6
Quote:
Originally Posted by 0x62 0x70 View Post

Generally you grab the textures in the most highest resolution you can get and store those as originals. These are modified in photoshop or whatever it is that you need in the development process.
Then from there, you can start figuring out what your constraints are based on the game you're developing. If its a mobile game ( where the graphic processors are nowhere near what you'd get from a PC for example ), then the texture quality may need to be scaled down so the application doesn't consume too much memory.
There's also technicalities with the dimensions of the textures because some programs (such as Unity) will produce un-intended outputs if the inputs doesn't conform to what the software requires. For example, one constraint is only being able to use "power of 2" texture dimensions.

This isn't something specific to Unity. It starts at the hardware level with support of NPOT textures but the un-intended appearance depends more on the UV coordinates of the texture and the how you've set GL_TEXTURE_WRAP_S and GL_TEXTURE_WRAP_T
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post #4 of 6
It depends on the project. In general however, you start with the highest resolution you can grab.
    
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post #5 of 6
Quote:
Originally Posted by mothrpe View Post

I'm curious about something. I understand textures have their resolution in games, so lets say the resolution of a texture is 1024x1024. When the artist or whomever is designing that texture, do they start with a more detailed image and then downgrade it?
Or do they make a custom image for that texture resolution, filling in each little pixel in the 1024x1024 space?
I guess what I'm trying to say is, do most games start with more detailed images then downscaled them say for like a console game like modern warfare 3?
Do the developers have assets that are better quality they could hypothetically release to us pc gamers?
Just curious if that's what happened with games like Crysis 2 and the hd textures pack they released later too, like were these the original textures?

They begin with much better textures and scale them down.

Some game mods just take existing textures, scale them up, Photoshop them to make them nicer, and then replacing the originals.
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post #6 of 6
Quote:
Originally Posted by FearMeansControl View Post

This isn't something specific to Unity. It starts at the hardware level with support of NPOT textures but the un-intended appearance depends more on the UV coordinates of the texture and the how you've set GL_TEXTURE_WRAP_S and GL_TEXTURE_WRAP_T

I wasn't talking about Unity in particular... I was using it as an example of a constraint a particular development environment can end up having. It's also something that used to pop up in the last place I worked at (game development and worked with a bunch of artists...).
Edited by 0x62 0x70 - 11/22/11 at 11:43am
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