Author Topic: UV mapping a big ship  (Read 4650 times)

0 Members and 1 Guest are viewing this topic.

Offline TrashMan

  • T-tower Avenger. srsly.
  • 213
  • God-Emperor of your kind!
    • FLAMES OF WAR
UV mapping a big ship
What approach to take?

I'm thinking of fully UV mapping the Archangel, and I initially thought that two 2048x2048 textures (one for each half of the ship) might be enough...but give that it's a 4,5+ km ship...that gives me a surface area of 1024 pixels per kilometer of ship...whish in really not enough IMHO.

Are 4096x4096 textures too large? Should I use more textures? I'm not sure.....
Nobody dies as a virgin - the life ****s us all!

You're a wrongularity from which no right can escape!

 

Offline The E

  • He's Ebeneezer Goode
  • 213
  • Nothing personal, just tech support.
    • Steam
    • Twitter
Re: UV mapping a big ship
You can safely use 4096^2 as your base texture size. Once you release the model though, I would recommend giving out 2048^2 maps for those poor souls stuck on Intelgrated crap.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

  

Offline MatthTheGeek

  • Captain Obvious
  • 212
  • Frenchie McFrenchface
Re: UV mapping a big ship
For large ships, 4096² is pretty standard nowadays. Newer MVP ships (Hattie) and optimized BP ships (Solaris, Optirayana) use textures of this size without any issues. All those use 2048² textures in the default VPs but the 4096 ones in their respective advanced VPs.
People are stupid, therefore anything popular is at best suspicious.

Mod management tools     -     Wiki stuff!     -     Help us help you

666maslo666: Releasing a finished product is not a good thing! It is a modern fad.

SpardaSon21: it seems like you exist in a permanent state of half-joking misanthropy

Axem: when you put it like that, i sound like an insane person

bigchunk1: it's not retarded it's american!
bigchunk1: ...

batwota: steele's maneuvering for the coup de gras
MatthTheGeek: you mispelled grâce
Awaesaar: grace
batwota: oh right :P
Darius: ah!
Darius: yes, i like that
MatthTheGeek: the way you just spelled it it means fat
Awaesaar: +accent I forgot how to keyboard
MatthTheGeek: or grease
Darius: the killing fat!
Axem: jabba does the coup de gras
MatthTheGeek: XD
Axem: bring me solo and a cookie

 

Offline TrashMan

  • T-tower Avenger. srsly.
  • 213
  • God-Emperor of your kind!
    • FLAMES OF WAR
Re: UV mapping a big ship
Really? That's good news I guess...

Now..to actually make two textures of that size.... :P
Nobody dies as a virgin - the life ****s us all!

You're a wrongularity from which no right can escape!

 

Offline Rga_Noris

  • 29
  • What?
Re: UV mapping a big ship
... The Hattie does not use any 4096^2 textures.
I think I'll call REAL Mahjong 'Chinese Dominoes', just to make people think I'm an ignorant asshat.

 

Offline Droid803

  • Trusted poster of legit stuff
  • 213
  • /人 ◕ ‿‿ ◕ 人\ Do you want to be a Magical Girl?
    • Skype
    • Steam
Re: UV mapping a big ship
Esarai uses 4096^2's for fighters.
That's right.
Fighters.

Not implying in any way that that is sensible (it's not).

Which reminds me that I should probably go through and whip out the friggin' shrinkhammer on all of those textures so my textures folder isn't several GBs.
« Last Edit: April 03, 2011, 04:21:24 pm by Droid803 »
(´・ω・`)
=============================================================

 

Offline Nuke

  • Ka-Boom!
  • 212
  • Mutants Worship Me
Re: UV mapping a big ship
ive been using 4096^2 textures on up to corvette sized ships with much success. theres always the possibility of using more than one, but that should be used rarely if ever considering the memory usage.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 

Offline Black Wolf

  • Twisted Infinities
  • 212
  • Hey! You! Get off-a my cloud!
    • Visit the TI homepage!
Re: UV mapping a big ship
Trashman?!? UVing?!?

:yes:
TWISTED INFINITIES · SECTORGAME· FRONTLINES
Rarely Updated P3D.
Burn the heretic who killed F2S! Burn him, burn him!!- GalEmp

 

Offline Herra Tohtori

  • The Academic
  • 211
  • Bad command or file name
Re: UV mapping a big ship
... The Hattie does not use any 4096^2 textures.

If you happen to have high-res sources, though, it could still benefit from them in the Advanced MVP! I see some pixellation when I fly close to it! :p

There are three things that last forever: Abort, Retry, Fail - and the greatest of these is Fail.

 

Offline TrashMan

  • T-tower Avenger. srsly.
  • 213
  • God-Emperor of your kind!
    • FLAMES OF WAR
Re: UV mapping a big ship
Trashman?!? UVing?!?

:yes:

Hey! I do it for all the fighters/bombars!

And pratially for some capships. But I never fully UV mapped a massive capship before..
Nobody dies as a virgin - the life ****s us all!

You're a wrongularity from which no right can escape!

 

Offline TrashMan

  • T-tower Avenger. srsly.
  • 213
  • God-Emperor of your kind!
    • FLAMES OF WAR
Re: UV mapping a big ship
... The Hattie does not use any 4096^2 textures.

If you happen to have high-res sources, though, it could still benefit from them in the Advanced MVP! I see some pixellation when I fly close to it! :p



And that's what worries me.
We're talkign about 5KM of ship here ... I'm conteplating the number qand size of textures carefully.. On one hand I want it to look good, on another, I don't want it to choke the game on slower machines.
Nobody dies as a virgin - the life ****s us all!

You're a wrongularity from which no right can escape!

 

Offline Nighteyes

  • 211
Re: UV mapping a big ship
if you use your UV space well, even a 4.5km capship can look good with only 2 2048x2048 maps, and another 1024x1024 map for the smaller details, that worked out for me  :yes:
also don't forget the UV layout is the most important, you can always increase the size of the texture, but the UV needs to be good in the first place

 

Offline mjn.mixael

  • Cutscene Master
  • 212
  • Chopped liver
    • Steam
    • Twitter
Re: UV mapping a big ship
You need to keep in mind something.. 3 separate maps may seem innocent enough. But once you add Shine, Glow, and Normal we will all of a sudden have 12 maps. Heck, I'm shooting for 2, maybe 3, for the Arcadia.
Cutscene Upgrade Project - Mainhall Remakes - Between the Ashes
Youtube Channel - P3D Model Box
Between the Ashes is looking for committed testers, PM me for details.
Freespace Upgrade Project See what's happening.

 

Offline Starman01

  • 213
  • Mechwarrior
    • Wing Commander Saga
Re: UV mapping a big ship
Well, i have to admit I don't know much about  how the shine or other fancy maps are working ingame, but when I want to have as much detail (sharpness) on a modell by using as less textures as possible, I try to make the model as symetrical as possible. So every part that can be mirrored, can use up more texturespace and is therefore sharper textured than a complete object, that needs to be UV'ed in the entire texture file. But as I said, I don't know if that breaks shinemapping, like tilling is doing (that is being told to me).

Not to mention, it saves you quite some time UV-Mapping when you do that mirror part
MECHCOMMANDER OMNITECH

9 out of 10 voices in my head always tell me that I'm not insane. The 10th is only humming the melody of TETRIS.

 

Offline pecenipicek

  • Roast Chicken
  • 211
  • Powered by copious amounts of coffee and nicotine
    • Skype
    • Steam
    • Twitter
    • PeceniPicek's own deviantart page
Re: UV mapping a big ship
Well, i have to admit I don't know much about  how the shine or other fancy maps are working ingame, but when I want to have as much detail (sharpness) on a modell by using as less textures as possible, I try to make the model as symetrical as possible. So every part that can be mirrored, can use up more texturespace and is therefore sharper textured than a complete object, that needs to be UV'ed in the entire texture file. But as I said, I don't know if that breaks shinemapping, like tilling is doing (that is being told to me).

Not to mention, it saves you quite some time UV-Mapping when you do that mirror part
it can "break" normal mapping in some cases... hard to spot usually.
Skype: vrganjko
Ho, ho, ho, to the bottle I go
to heal my heart and drown my woe!
Rain may fall and wind may blow,
and many miles be still to go,
but under a tall tree I will lie!

The Apocalypse Project needs YOU! - recruiting info thread.

 
Re: UV mapping a big ship
A big ship? Like, say, a Gargant?  :drevil:
Sig censored by people with no sense of humor

 

Offline Droid803

  • Trusted poster of legit stuff
  • 213
  • /人 ◕ ‿‿ ◕ 人\ Do you want to be a Magical Girl?
    • Skype
    • Steam
Re: UV mapping a big ship
That would require at 16384^2 map.
(´・ω・`)
=============================================================

 

Offline Nuke

  • Ka-Boom!
  • 212
  • Mutants Worship Me
Re: UV mapping a big ship
id just resort to tiling on very large ships. a single 4096^2 or 4096*2048 makes an excellent corvette map. and for a very large ship, i would use tile textures, but the destroyer class would kind of be somewhere in between. 2 or 3 4096^2 would do, but you could save some memory by using a couple tiles with it. 4096^2 cost about 8 megs for a dxt1 and 16 megs for a dxt5. so if all map sizes are the same resolution were talking 8(or 16 if alpha is used)+8+16+16 megs for the entire set or 48 (56 with alpha) for the set. considering the amount of video memory on modern video cards, this is tiny, but i would aim for less than 100 megs of textures for any model. and greatly limit the number of ships that use that much texture space.

I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 
Re: UV mapping a big ship
I used one 2048x2048 and one 2048x1024 for my Dreadnought class heavy cruiser. It's about 600 m, and the maps turned out pretty good I found.

On a 3km ship I'd probably use three 2048x2048 textures. I don't think it's possible to scale up the texture at the same rate as the surface area of the ship.
« Last Edit: April 05, 2011, 12:22:01 am by bobbtmann »

 

Offline Zacam

  • Magnificent Bastard
  • Administrator
  • 211
  • I go Sledge-O-Matic on Spammers
    • Steam
    • Twitter
    • ModDB Feature
Re: UV mapping a big ship

MV_Assets as a general rule will not exceed 2048x2048 (or 1024x2048/2048x1024), this is to make it as accessible as possible to all.
     (try to make it look as good as possible at this res, but don't stress too much if it is not as sharp as a block of cheddar)
MV_Advanced will do 4096x4096 because that is the usual maximum.
     (you want to make the previous as a down-scale of this, not make this as an upscale. I generally recommend doing initial mapping at this res, but distribute it as an optional extra after making the above baseline maps from this.)

Even though there are many folks who CAN do 8192x8192, that's not a frequent enough occurrence to be a new baseline.
And the count that can handle 16384x16384 can probably be counted on 1 hand, -maybe- two.
Report MediaVP issues, now on the MediaVP Mantis! Read all about it Here!
Talk with the community on Discord
"If you can keep a level head in all this confusion, you just don't understand the situation"

¤[D+¬>

[08/01 16:53:11] <sigtau> EveningTea: I have decided that I am a 32-bit registerkin.  Pronouns are eax, ebx, ecx, edx.
[08/01 16:53:31] <EveningTea> dhauidahh
[08/01 16:53:32] <EveningTea> sak
[08/01 16:53:40] * EveningTea froths at the mouth
[08/01 16:53:40] <sigtau> i broke him, boys