Say for instance within a level .. we have a chair a table and door, how do you determine which object will received a 256x256 map or 128x128 map, etc.
likewise for walls,floors and roofs, how does one come up with the sizes ?
I've read somewhere about texture measurements, where a centimeter would be 2 pixels, so if a wall is 3 meters high it would occupy 300 pixels in texture height. Similarly if a table is 1 meter high it would have a texture height of 100 pixels. Would this be the way to go ? So if we use this method, we then give the object thats 300 pixels in height the closest texture map size like a 512x512 map ? and the 100 pixel object a 128x128 map ?
if you're looking for a uniform approach... you should already have a texture ratio defined for your game. HalfLife 1 used a 1:1 ratio, which means a 128x128 texture covered 128x128 game cubits. A single cubit is generally 1 inch. Quake3 used 2:1, UnrealEngine3 boasts 16:1!
So that makes it easy to determine! :)
If you were using an 8:1 ratio (8 texels to 1 game cubit) it would mean your base texture tile is 1024x1024 and it would perfectly fit a quad in game that is 128x128 units.
What LiveWire mentioned should be the determining factors in the ratio you chose... UE3 is planned for PS3 and Xbox360, so a 16:1 is fine... Quake3 was aimed at PC's years old now, so its 2:1 worked well with regards to the target hardware.
if you set up max to use Generic Units under its unit settings, then 1 unit in Max = 1 unit in game. It's best to setup Max to mimmic your game engine scale.
quote:Originally posted by Kratos What would a 128x128 game cubit be in max in meters and centimeters ?
[url]http://www.google.com.au/search?hl=en&q=inches%20to%20meters&spell=1[/u…] [:)]
as a non-artist, I would hope that the answer is that you use the smallest possible map size which will look ok.