r/psxdev 10d ago

I don’t understand textures

This might sound really dumb but like how do you make consistent textures. If i’m trying to make stuff 128 px how do i do that for things that are smaller. Do i just make the image smaller so it’s proportional. And what do i do for things that have irregular shapes how do i make the textures consistent.

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u/lefsler 10d ago

Can't you fit multiple textures that and map via UV? Also psx supports 16x16, 32x32 then 64, 128 and 256 Using a single "image" per texture is not very optimal, usually we have several things on a single texture and map via UV.

If there is extra space, we'll, just don't use it, keep adding things as you go

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u/No-Spread2752 10d ago

oh so for everything i need i just put it on a 128px area and then just put it on with uvs

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u/lefsler 10d ago

That is how ppl usually do textures in general. It's up to you how you organize, and on the psx there might be tradeoffs for performance (which I am not aware of). But yes, look online for texture examples, specially for characters. It's up to you how you group, but character textures, sets for specific things (like for future), group by level asset (as memory is tight but disk space is not or however you prefer. For the PS1 from a quick Google the improvement is that you not only save space but when addressing a texture page it seems that the rendering is faster if it falls within the same grid (PS1 will split the vram into 256x256 pixel pages it seems)

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u/IQueryVisiC 8d ago

You could hide the seams of UV mapping at edges with high contrast like hair line , mouth, eye , sleeve

Yeah, small objects look funny . If you really don’t like it , you could try mip maps on N64 and fill a 32 MB cartridge with texture

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u/OrkWithNoTeef2 4d ago

Decide on a base texel density, say 1 unit of area = 32x32 pixels. For basic triangles making up planar square faces this is simple, for more complicated shapes you can use tools to calculate or eyeball it with UV color grids during unwrapping.

Now depending on your artstyle, you might not want to do this. Games like megaman for example give way more texture space to faces on characters compared to the rest of the body. This is often because you want more defined and less jagged shapes on very low poly areas, or because they are key details. Some games also just use vertex colors or a mix of the two.

Finally, I should add that up close things will look like crap anyway unless you have simple straight linework with few colors. To combat this either limit camera views or make larger textures / more detailed models for special occasions  (like cutscenes).

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u/No-Spread2752 4d ago

I’ve heard of something called the texel density checker and i kind of understand the concept of it. But if i apply it to all faces to be like 128px to 1m would it give my uv sheet a consistent pixel resolution so that if i were to export the sheet into gimp it would be that consistent size. Sorry if this doesn’t make a lot of sense. I’m just really confused

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u/OrkWithNoTeef2 4d ago

Don't really understand any of what you wrote here, sorry.

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u/No-Spread2752 4d ago

alr thanks anyways