|
User
contributions
|
This
time we have got a texture tutorial from Dan Silverman, so I'd better let
him speak:
The Importance
of Textures - Lesson #1
When
creating real-time 3D (RT3D) content we face certain limitations, especially
when it comes to geometry. Too much detail in our level
This
is part one of a four-part lesson on textures. Lesson one discusses the
importance of textures overall. Lesson two will detail methods of
As
I read through the 3DGS Forum I see a lot of posts about FPS (frames per
second), build times, and portals. Most of the time people are
As an example I created a relatively simple room in WED:
As you can see, it's not a lot to write home about. Let's see if we can improve it by adding some textures to it:
Now
we are starting to look a little better, but there is still nothing eye-catching
about it. What we need to do is consider the level geometry
Now that's better! As you can see, smart texturing can take a dull environment and turn it into one that is pretty exciting. There are a few things to keep in mind when you are creating a level and textures: 1)
Keep in mind the overall style of the level. It would not be a good idea
to add brick walls to a spaceship! Sometimes it helps to have a
2)
When creating your level, ask yourself, "Do I need this detail in my geometry?
Or could I reproduce it with a texture?" For instance, if a
3)
Sometimes it helps to create your textures first before creating level
geometry. Often I will change my geometry based on a texture I've
Well, I hope you can see that proper texturing is very important. The next few lessons should help you in creating your own awesome textures to improve your levels.
|