(taken from GAF)
http://forums.gaming-age.com/showthread.php?t=55398
So there's only time for a short piece on PGR3 this week, but quite an interesting one nonetheless. What follows is an actual unlit, pre-effects PGR3 game texture, which shows the front of a building in New York City. As always, this was pretty much a random texture I selected from the archive. Click the thumbnail below to see the image at actual size (1024x1024 pixels)!
It might look a bit plain in its 'raw' form, but this is just a 1/4 of the story ... as well as the regular texture (called the diffuse layer), there is also the index channel (is it glass, metal, brick etc.?), the specular map (the shininess of the material), and the bump map (adds light and shadow to the raised areas) on top of that! In fact, I'll see if I can interrogate the texture artists some more in the future for some more info... Smiley
But that's not all. Imagine an entire city of textures at this high level of detail. How many textures would you need? Yes, it's thousands and thousands! The following image has been going around our studio this week, so I thought I'd share it with you also. It's a crop sheet of some of the New York City textures which are featured in the game. Again, make sure you click the thumbnail to see the full-size image.
Pretty incredible eh? Obviously this picture has been scaled down for practical use, but it has been made entirely from full-size textures like the one above. Here's what the building looks like in the game engine:
Remember, that's just New York. There are literally gigabytes of textures! The level of detail still amazes me. I can't wait! Smiley
http://forums.gaming-age.com/showthread.php?t=55398
So there's only time for a short piece on PGR3 this week, but quite an interesting one nonetheless. What follows is an actual unlit, pre-effects PGR3 game texture, which shows the front of a building in New York City. As always, this was pretty much a random texture I selected from the archive. Click the thumbnail below to see the image at actual size (1024x1024 pixels)!
It might look a bit plain in its 'raw' form, but this is just a 1/4 of the story ... as well as the regular texture (called the diffuse layer), there is also the index channel (is it glass, metal, brick etc.?), the specular map (the shininess of the material), and the bump map (adds light and shadow to the raised areas) on top of that! In fact, I'll see if I can interrogate the texture artists some more in the future for some more info... Smiley
But that's not all. Imagine an entire city of textures at this high level of detail. How many textures would you need? Yes, it's thousands and thousands! The following image has been going around our studio this week, so I thought I'd share it with you also. It's a crop sheet of some of the New York City textures which are featured in the game. Again, make sure you click the thumbnail to see the full-size image.
Pretty incredible eh? Obviously this picture has been scaled down for practical use, but it has been made entirely from full-size textures like the one above. Here's what the building looks like in the game engine:
Remember, that's just New York. There are literally gigabytes of textures! The level of detail still amazes me. I can't wait! Smiley