Jump to content
 

Texture Sheets- Using your textures to their limit.


digita1hound

Recommended Posts

In game asset design textures give object their cool, depth, shine, and ex. In the video the head was not using all the space that was available. A game object usually has one texture sheet per object or they share a modular texture. I am thinking that we can do the same thing here. If the area cut offs still apply we can put everything we need on one sheet.. 

 

The idea:

 

Untitled_1.jpg

 

You can see at the bottom right of the image that the cot uses one color map, Normal map, and Spec map. 

 

 

My Idea:

 

KENTA_MAT.jpg

 

This texture is @ 1024 x 1024 around 300 ppi. It has the face texture and the gear texture on the same sheet. If the body parts still have cut off sections around the neck area. If this is true than the gear part of the texture will be cut off leaving the face for use. If not then we can place shapes that match the skin type of the superstar. Of course this method will have to be adjusted when the game comes out but I think I can find a better way for us to use the limited spots we have.

 

THIS IS JUST AN IDEA SO GIVE FEED BACK.. 

 

 

 

Link to comment
Share on other sites

I think I get what you're saying but reading that made my eyes feel like they had been poked, then raked...just before being raped! :p

 

I get people are excited...hell I'm REALLY excited BUT why not wait til we actually have the game...that way we can actually figure things out and test them rather than use guess work.

Link to comment
Share on other sites

This is more like an educated guess based on the knowledge I have about textures and game engines. So this idea is plausible and could work depending on what size image we can use.

I will post my findings once the game is released.. Though I could just keep it to myself and let you guys waste image slots.

Edited by digita1hound
Link to comment
Share on other sites

This is more like an educated guess based on the knowledge I have about textures and game engines. So this idea is plausible and could work depending on what size image we can use.

I will post my findings once the game is released.. Though I could just keep it to myself and let you guys waste image slots.

 

Pretty sure most of us less educated peeps have been putting four 128x128 logos on one 256x256 slot for a while now...

  • Like 2
Link to comment
Share on other sites

 

This is more like an educated guess based on the knowledge I have about textures and game engines. So this idea is plausible and could work depending on what size image we can use.

I will post my findings once the game is released.. Though I could just keep it to myself and let you guys waste image slots.

 

Pretty sure most of us less educated peeps have been putting four 128x128 logos on one 256x256 slot for a while now...

 

 

Well I assume the texture size will be bigger than that. Also that is not evident considering I have never seen a texture in k14 or later that would support you comment.  

Link to comment
Share on other sites

They will no doubt be bigger than that but the same logic would apply...it's the same method as what you said only shorter/clearer.

The point is there are people on here that have been playing around with textures and stuff way beyond this for years..I'm sure they will be quite capable of finding their own way around, just trying to save you from more needless typing :)

Link to comment
Share on other sites

^ My thoughts exactly (About waiting for the game to be released).

 

Pretty much. As for anything involving normal or spec maps... not a chance. While some of us are going to have a much larger idea of what we're doing, there are going to be people using this function who don't even bother putting the image through Photoshop first--no way is it going to be that involved. Not a chance in hell, Austin. Not a chance in hell.

 

Don't get me wrong, I'm all in favor of getting the most out of these games and their features--and I'd love if it had those sorts of capabilities. It's great to see people be this enthusiastic about it as well, but I'm just trying to look at it from a realistic perspective and based on what they showed in the video.

Link to comment
Share on other sites

 

^ My thoughts exactly (About waiting for the game to be released).

 

Pretty much. As for anything involving normal or spec maps... not a chance. While some of us are going to have a much larger idea of what we're doing, there are going to be people using this function who don't even bother putting the image through Photoshop first--no way is it going to be that involved. Not a chance in hell, Austin. Not a chance in hell.

 

Don't get me wrong, I'm all in favor of getting the most out of these games and their features--and I'd love if it had those sorts of capabilities. It's great to see people be this enthusiastic about it as well, but I'm just trying to look at it from a realistic perspective and based on what they showed in the video.

 

  

 

This is an experiment over all, I can try to see what happens when I apply more than one texture on top of another and then lower the opacity. You can do your own thing but there is no need to shoot down any idea that's not your own. 

Link to comment
Share on other sites

 

 

^ My thoughts exactly (About waiting for the game to be released).

 

Pretty much. As for anything involving normal or spec maps... not a chance. While some of us are going to have a much larger idea of what we're doing, there are going to be people using this function who don't even bother putting the image through Photoshop first--no way is it going to be that involved. Not a chance in hell, Austin. Not a chance in hell.

 

Don't get me wrong, I'm all in favor of getting the most out of these games and their features--and I'd love if it had those sorts of capabilities. It's great to see people be this enthusiastic about it as well, but I'm just trying to look at it from a realistic perspective and based on what they showed in the video.

 

  

 

This is an experiment over all, I can try to see what happens when I apply more than one texture on top of another and then lower the opacity. You can do your own thing but there is no need to shoot down any idea that's not your own. 

 

 

Wait, what? Who ever said you weren't free to try whatever it is you wanted to try? See that part where I said:

 

 

Don't get me wrong, I'm all in favor of getting the most out of these games and their features--and I'd love if it had those sorts of capabilities. It's great to see people be this enthusiastic about it as well, but I'm just trying to look at it from a realistic perspective and based on what they showed in the video.

 

But, yeah... I'm shooting down your ideas. Just because I don't necessarily agree with what you're saying doesn't mean I'm shooting it down. It's simply having an opinion on the matter. In fact, I even said I'd like to see what you're suggesting end up coming to fruition. Seeing as this is a forum, if you don't want people having a discussion over--and therefore possibly challenging or saying something on the contrary to--your ideas, then why post them at all? Lighten up, my friend.

Link to comment
Share on other sites

 

 

 

^ My thoughts exactly (About waiting for the game to be released).

 

Pretty much. As for anything involving normal or spec maps... not a chance. While some of us are going to have a much larger idea of what we're doing, there are going to be people using this function who don't even bother putting the image through Photoshop first--no way is it going to be that involved. Not a chance in hell, Austin. Not a chance in hell.

 

Don't get me wrong, I'm all in favor of getting the most out of these games and their features--and I'd love if it had those sorts of capabilities. It's great to see people be this enthusiastic about it as well, but I'm just trying to look at it from a realistic perspective and based on what they showed in the video.

 

  

 

This is an experiment over all, I can try to see what happens when I apply more than one texture on top of another and then lower the opacity. You can do your own thing but there is no need to shoot down any idea that's not your own. 

 

 

Wait, what? Who ever said you weren't free to try whatever it is you wanted to try? See that part where I said:

 

 

Don't get me wrong, I'm all in favor of getting the most out of these games and their features--and I'd love if it had those sorts of capabilities. It's great to see people be this enthusiastic about it as well, but I'm just trying to look at it from a realistic perspective and based on what they showed in the video.

 

But, yeah... I'm shooting down your ideas. Just because I don't necessarily agree with what you're saying doesn't mean I'm shooting it down. It's simply having an opinion on the matter. In fact, I even said I'd like to see what you're suggesting end up coming to fruition. Seeing as this is a forum, if you don't want people having a discussion over--and therefore possibly challenging or saying something on the contrary to--your ideas, then why post them at all? Lighten up, my friend.

 

You were not challenging it my idea or adding anything to the idea.. All you did was tell me that people where already doing it... so yeah.

Link to comment
Share on other sites

In game asset design textures give object their cool, depth, shine, and ex. In the video the head was not using all the space that was available. A game object usually has one texture sheet per object or they share a modular texture. I am thinking that we can do the same thing here. If the area cut offs still apply we can put everything we need on one sheet.. 

 

The idea:

 

Untitled_1.jpg

 

You can see at the bottom right of the image that the cot uses one color map, Normal map, and Spec map. 

 

 

My Idea:

 

KENTA_MAT.jpg

 

This texture is @ 1024 x 1024 around 300 ppi. It has the face texture and the gear texture on the same sheet. If the body parts still have cut off sections around the neck area. If this is true than the gear part of the texture will be cut off leaving the face for use. If not then we can place shapes that match the skin type of the superstar. Of course this method will have to be adjusted when the game comes out but I think I can find a better way for us to use the limited spots we have.

 

THIS IS JUST AN IDEA SO GIVE FEED BACK.. 

 

would that work, though? you'd have to spend a lot of time studying the shape of the CAW model, and then editing the texture sheet in photoshop so that it maps the entire body in-game. seems like a lot of hard work to me. i think people will do what's easiest for them.  

Link to comment
Share on other sites

Pretty sure most of us less educated peeps have been putting four 128x128 logos on one 256x256 slot for a while now...

My arenas on WWE 13 would never have happened without this technique.

Link to comment
Share on other sites

 

In game asset design textures give object their cool, depth, shine, and ex. In the video the head was not using all the space that was available. A game object usually has one texture sheet per object or they share a modular texture. I am thinking that we can do the same thing here. If the area cut offs still apply we can put everything we need on one sheet.. 

 

The idea:

 

Untitled_1.jpg

 

You can see at the bottom right of the image that the cot uses one color map, Normal map, and Spec map. 

 

 

My Idea:

 

KENTA_MAT.jpg

 

This texture is @ 1024 x 1024 around 300 ppi. It has the face texture and the gear texture on the same sheet. If the body parts still have cut off sections around the neck area. If this is true than the gear part of the texture will be cut off leaving the face for use. If not then we can place shapes that match the skin type of the superstar. Of course this method will have to be adjusted when the game comes out but I think I can find a better way for us to use the limited spots we have.

 

THIS IS JUST AN IDEA SO GIVE FEED BACK.. 

 

would that work, though? you'd have to spend a lot of time studying the shape of the CAW model, and then editing the texture sheet in photoshop so that it maps the entire body in-game. seems like a lot of hard work to me. i think people will do what's easiest for them.  

 

 

Yeah I guess but you don't get many slots to begin with. I wonder if you can delete them after you apply them to a CAW.. Hopefully the data is saved  per wrestler and not from the image pool. 

Link to comment
Share on other sites

im more into creating unique CAWS hopefully with the new creative studio or whatever its called for the new gen versions are able to make them look as good as u can with save editors for 2k14

 

heres some human anatomy CAW i did 

 

hlfexposed.jpg

flesh.jpgseethru.jpg

 

or 3d textures both with depth & pop out effect

 

t1000-1.jpg?14153448493523d2-1.jpg

3d-2.jpg

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...

Important Information

Terms of Use Privacy Policy Guidelines We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.