Graphics Reference
In-Depth Information
Fig. 11.35 A textured test
render of the Meteor Viewing
Platform (Model and textures
courtesy of Tobias Koepp)
Tip : If you want to see the difference between working with power of two sizes
and using exact scale maps, run a macro in your image editing program to change
the size of all of your fi nal maps to power of two sizes. You will see that they
increase in size and are stretched. Renders will show that in some places power of
two sized maps are less sharp than the exact size maps.
11.7.2
Texture for Real Time
• Save this fi le to a new name to refl ect that it will be rendered in real time.
• Analyze your scene to locate opportunities to consolidate multiple maps into
single maps. When you fi nd these, assign the parts to new consolidated shaders.
A consolidated shader is the same as any other shader, except you have named it
differently to differentiate it from other shaders in the scene.
• Adjust your UVs as needed
• Make a screen capture of your new UV layouts (Alt + Prt Scr)
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