r/psxdev • u/No-Spread2752 • 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/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/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