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Dawson_John
10-18-2009, 03:37 PM
I know textures normally have to be power of two sizes, like 128x128 or 256x256 and so on. Is there any rule that says I can't have a texture that's 128x64?

I have this barrel I've textured, and frankly the thing doesn't need a whole 128x128 area.

http://i106.photobucket.com/albums/m263/AgroAntirrhopus/12864texture.jpg

A_GAME
10-18-2009, 04:00 PM
Stretch the UVs out to fill the whole area, and when change the settings accordingly in the UV snapshot options. Make sure the 'keep aspect ratio' box is unchecked, and your good to start editing the texture in photoshop.

Dawson_John
10-18-2009, 04:01 PM
Sweet. So game engines don't have a problem with rectangular textures so long as they abide by the power of two?

A_GAME
10-18-2009, 04:31 PM
Yeah pretty much. But I never bothered to ask why : (

alsoknownasOTiS
10-18-2009, 05:34 PM
Well, if you have more props other than just barrels...say like maybe crates for example..i would throw them both on the same sheet. Its preferred to have as little draw calls as possible. And if you split up you textures to tiny little bits for each prop the engine will be calling all those textures individually. That's why typically for low res games, they usually employ texture's that have everything on one sheet but at a larger size, say like 1024x1024 for example. This way you have all your textures for your props on one sheet and only make one draw call, and the engine isn't having to call a different texture whenever a new prop pops up...it will already be loaded.

Dawson_John
10-18-2009, 06:50 PM
Fascinating insight, I really appreciate the tips, y'all!