Friday, 9 May 2014

Modular Environment production for games

Modular environments help save time in their creation and resources because it allows the game engine to instance objects to save processing power or memory.

Texture mapping using a 'Main Texture map' or 'Texture Atlas' is when there are multiple textures in the scene saved into the same texture file, usually in a large 1024, 2048 or 4096 texture.

To create a 'Texture Atlas' in Photoshop we need to first choose a square image size ideally big enough to meet the texture space needs and then using the 'Guides, Grid & Slices' preferences we typically set up the Grid line to be every 128, 256 or 512 pixels. The subdivisions option can be set to 2 or 4 depending on if we need extra grid lines. It is important to be sure the grid is set to use Pixels as the measurement.

Example of how a Texture Atlas holds different textures
Once we have created a 'Texture Atlas' we can create a plane object in 3ds Max with an equal amount of segments as the texture (length and height are 1 meter). Converting the plane into an editable poly then allows us to select the faces of the parts we need (such as a door or a window) then we can click on 'Detach' under the 'Edit Geometry' options in the Modify panel.

A quick example
This is just a quick example I have made in order for me to explain how practically this can be used in game design to speed up the process of level creation; creating cut out objects from a texture map allows us to quickly create a level and it is useful for creating modular pieces (like lego) as all of the objects will be of the same sizes.

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