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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Texturing-hypothetical

Author Topic: Texturing-hypothetical (3 messages, Page 1 of 1)
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GravelyMinded
Joined: Feb 13, 2013

A corrupted mind... Indeed.


Posted: Feb 14, 2013 12:12 PM    Msg. 1 of 3       
Im just starting out and have barely glimpsed the hek and all its capabilities. I do however have some questions about texturing that also relates to modelling. Firstly, from what I have derived playing many maps is that textures are really just pictures put overtop of the faces of models, but this often causes distortions like stretching or pixelation. So, my question is this: if, say you had a 2000x2000x10 model block and textured it, it would be poor in quality close up right? But if you decided to instead make 1000 2x2x10 blocks and textured them for better quality, would this create lag? From the looks of most large maps out there, I'm assuming this to be the case, but I would like confirmation.
Edited by GravelyMinded on Feb 14, 2013 at 12:14 PM


OrangeJuice
Joined: Jan 29, 2009

Documentation and debug.txt


Posted: Feb 14, 2013 01:04 PM    Msg. 2 of 3       
--I think the diffuse texture is just to paint a face with overall needed colors.
--Then the primary and secondary detail maps are for grime and grunge.
--The micro detail map is for close-up detail, like brushed metal texture or the grit of a rough surface.(these are usually monochrome because the diffuse or detail maps provide the color)
--Finally, the bump map needs almost no explanation

also, why not try to make a face with however many segments you'll need instead of a thousand separate ones?
Edited by OrangeJuice on Feb 14, 2013 at 01:07 PM


GravelyMinded
Joined: Feb 13, 2013

A corrupted mind... Indeed.


Posted: Feb 14, 2013 01:41 PM    Msg. 3 of 3       
Thanks for telling me! I didn't know you could segment a piece. I really need to find more tutorials.

 

 
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