Gamestudio Links
Zorro Links
Newest Posts
zorro with ccxt?
by opm. 03/03/26 03:17
ZorroGPT
by TipmyPip. 03/02/26 18:13
WFO Training with parallel cores Zorro64
by Martin_HH. 02/26/26 16:03
Zorro version 3.0 prerelease!
by TipmyPip. 02/25/26 16:38
Camera always moves upwards?
by clonman. 02/21/26 09:29
AUM Magazine
Latest Screens
Dorifto samurai
Shadow 2
Rocker`s Revenge
Stug 3 Stormartillery
Who's Online Now
1 registered members (TipmyPip), 5,219 guests, and 2 spiders.
Key: Admin, Global Mod, Mod
Newest Members
the1, alx, ApprenticeInMuc, PatrickH90, USER0328
19200 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Is having more than one texture for one model bad? #110272
02/02/07 01:02
02/02/07 01:02
Joined: Dec 2006
Posts: 20
Spector Offline OP
Newbie
Spector  Offline OP
Newbie

Joined: Dec 2006
Posts: 20
Hello.

Say for a model of a character, whats the advantage in having everything on one texture, as opposed to have everythiing through several (3-5) textures?
Will there really be a difference in power/memory...well, of course memory, but power?

Whats the advantage or disadvantage?

Last edited by Spector; 02/02/07 06:35.
Re: Is having more than one texture for one model bad? [Re: Spector] #110273
02/02/07 23:29
02/02/07 23:29
Joined: Sep 2005
Posts: 235
Switzerland - Zurich
sinnlos Offline
Member
sinnlos  Offline
Member

Joined: Sep 2005
Posts: 235
Switzerland - Zurich
in game design it is always necessary to do things with using almost no performance.
so yeah, if the game has to load 3-5 textures for a single model it uses more power than using just one single texture. (depends on the texture size though... four 128*128 equals one 256*256)

my models always just have one texture, except when im shading... then i'm adding specular, lightmaps, etc...

Re: Is having more than one texture for one model bad? [Re: sinnlos] #110274
02/03/07 00:00
02/03/07 00:00
Joined: Jun 2005
Posts: 4,875
broozar Offline
Expert
broozar  Offline
Expert

Joined: Jun 2005
Posts: 4,875
if you want to tile your images on the model [defining materials like in the 3d raytracer apps], i'd recommend some smaller maps. example: you modelled a car, so the color map can be extremely small (map1), you'll need something for the windows (map2 with alpha), and a leather map/wooden map for the interior (3 and 4) plus, it's easier to access single maps with shaders than masking with alpha, so map1 gets a specular shader, 2 an alpha material, 3 and 4 a bumpspec shader.


Moderated by  HeelX, rvL_eXile 

Gamestudio download | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1