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All Discussions > Dota 2 Modeling > Topic Details
LA-Z Rider 7 Mar, 2013 @ 2:43am
Coping with texture resolution limitation
Hey again.

I thought that i can not be the only one that had issues with the following topic, so i wanted to add another open question to the one i posed before.

"How do you more advanced content creators deal with the limited amount of pixels at your disposal?"

I did try to reserve UV map-space to the more important parts of the model, but even then when i upload my model+texture files the 256x256 limitation softens all the detail i had out, making the end result look blurry and cheap.

And then on the other hand i see items like these:
http://www.dota2.com/store/itemdetails/129963137?appid=570

and i wonder how the creators managed to put so much detail into so many little ornaments and decoration.
Does ist have something to do with the underlying base model?
Because i keep my model very straight forward geometry-wise to be honest.
Mainly due to the triangle restrictions (I must also admit i still fail to understand how most people work with high-/low poly models and why).

Again, i appreciate any thoughts/insight on the matter :).
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Showing 1-5 of 5 comments
HellJumper 7 Mar, 2013 @ 4:45pm 
Some items allow bigger textures, but really it's about prioritizing and optimizing. I wouldn't be surprised if all of those feathers used the exact same UVs (you can overlap uvs for symmetrical parts). Any high detail parts should take up larger space on the UVs. I don't really know how else to explain it.
LA-Z Rider 7 Mar, 2013 @ 11:56pm 
Hm. Is it not true that most modelers will create high-poly models to bring detail in through maps, and then put these detailed maps over the lower-poly models? That might also be part of the issue. That the detail is not only "painted on" so to say? But maybe i understood something wrong :O.
Last edited by LA-Z Rider; 7 Mar, 2013 @ 11:59pm
LA-Z Rider 10 Mar, 2013 @ 9:01am 
Originally posted by HellJumper:
Some items allow bigger textures, but really it's about prioritizing and optimizing. I wouldn't be surprised if all of those feathers used the exact same UVs (you can overlap uvs for symmetrical parts). Any high detail parts should take up larger space on the UVs. I don't really know how else to explain it.

I am working on a different model now that is mirrored twice in itself and where i really need to overlap all the faces that are the same in shape and are supposed to be the same color after texturing too.
The amount of identical faces is 8 in this case, so i could save 7 times texture space when overlapping in contrast to having them all next to each other.

Questions:
1.: How can i make sure i overlap the UV-Islands correctly?
2.: How can i bake the surface and how can i make a lightmap if the faces will be lit up differently by my lightsource, but have the same space on the map?

Greetings, VII.
Last edited by LA-Z Rider; 10 Mar, 2013 @ 9:03am
LA-Z Rider 11 Mar, 2013 @ 5:43am 
Anyone? I am very eager to continue work on this model :P.
TommytehZombie 31 Mar, 2013 @ 2:05pm 
1 : The only way to overlap UVs properly in my experience has been to move them point to point on top of one another.

2 : In Blender, a "light map" is basically a full render, simply place point lights around the model and do a full render bake, then use that as an overlay for your texture.

As for your question about baking in detail, you're on the right track, and this all depends on your workflow. Personally, I've started using Zbrush to make sculpts, within that program i do retopology, and then use xNormal to bake my maps. Most of the detail in my textures comes from using one of the channels (usually green) from the bent normals bake.

Also keep in mind, the texture size limit is what the game compiles the texture file down to, for example, I've been working on some items that require a 256hx256w size, however, while authoring the texturing, i've actually been using 2048hx2048w, which the game will accept and automatically change when you submit the item.
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