texturing problem

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hey I was wondering do you guys know how I can make high resolution textures for buildings ?

I have a bunch of house models I need to texture but if I try to fit a full texture sheet on one 1024x1024 things like the walls come out all blurry and just pointless

do you guys know if it's possable to use more then one texture sheet for a singel model ? if so, How ? 
 
thats not to helpful, I mean even if I tile the texture I still have to scale it doen to fit on a 1024x1024 texture sheet and then I also have to add the textures for the dorrs and windows and roof

put all that on one texture sheet and it comes out all blurry and a wast of time

is there anyone here that nows how to fix this ?
 
well, I don't think you have to use a 1024x1024 texture sheet, you can use a bigger one.  The skyboxes are 2048x2048 I believe.  However, I think what you really want to do is a multi-mesh.  You can create your 3d model using different materials in your modeling program and then export it as a single OBJ file.  When you import it into BRFEdit it will detect and ask if you want to split it into multiple meshes, choose Yes.  BRFEdit splits it into one mesh per material used so this means you'll end up with a bunch of model.1, model.2, model.3, type of names in BRFEdit and each one you can assign a different material/texture to use.  Keep in mind multi-mesh's don't seem to work anymore for weapons but they still work fine for scene props like a house.
 
Hi folks,

Useful explanation you gave us HokieBT, thanks a lot, cause I am also making a building in 3D (an american style
old barn) and recently started to assign materials to its parts (planks for walls, glass for windows etc ...)
At this point, I did use 1024x1024 textures to be applied after I had to retouch them in Photoshop.
For sure tiling in the Material Editor helped me with tiling but I definitely got a fine result  when I add a UVW mapping modifier (I use 3DS Max). By the way,
it does also work with 512x512 textures.
I thought that the whole house when finished would be exported in BRFEdit as a single mesh and not as multi-meshes.
Apparently I was wrong :wink:

Barbac
 
 
Tiling works with every texture. It's just that only textures with dimensions of powers of 2 are used for games because of the compression.

You don't have to use 512x512 etc., if it makes sense you can use a 256x2048 or 1024x512 as well.
 
Thanks Soil for make it clear :smile:

Do you mean that there is no minimum nor maximum px size of textures to be used, shall I
want to texture some building meshes ?

 
Basically, yes. Only that there is a min. limit, namely 2 px. I doubt you will be using anything larger than 4096 anyway, even though there might be textures out there with one dimension being 32 768 pixels...

But you should just keep in mind how often the texture will be used, in which distance it's usually displayed and if you maybe should use not a square texture(think about ropes, for example). The texture size will be obvious in most cases if you logically think about it.
 
Soil said:
It's just that only textures with dimensions of powers of 2 are used for games because of the compression.

I believe the number is 4 becuase of the way that dds pixels align with the alpha channel. (in boxes of 4 pixels).

I do have a question.
Especially when it comes to multi-meshing, is it better to use two 1024x sheets or 2048x sheets in terms of cpu drainage? Is it easier for the computer to bring up 2 textures of half the size or 1 larger sized one?
 
Your logic is flawed. While 2 1024*1024 textures are half the size of a 2048*2048, they are only half the size together. Remember, we're talking about an area, not a length. A 2048*1024 would be half the size of a 2048*2048 texture.
If you double both dimensions, you quadruple the area(2*2=4).

To answer your question: more textures take are worse in terms of CPU drainage.

But how many textures you should use depends on what you do, but if you want to tile the texture you need seperate sheets anyway?
 
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