Friday 20 October 2017

Task 1 Research - Trim Texturing

Trim Texturing

When one of the teams from Firesprite came to see our work, he mentioned something about a technique called trim textures. These are quite popular in the gaming industry and can save a lot of time. I deiced to have a look at this method for myself.

A trim texture sheet from World of Warcraft: Mist of Pandaria
From what I have learned from some sources it is a form of texture sheet laid out in a procedually way to allow any model to take their textures. They have to be at a certain scale (like 2048x2048) and the Uv's have to overlapped them so that the texture is applied. This method is indeed used in the gaming industry, like Blizzard for example. But oddly there is little information about it. The only good source I found was this YouTube video. This does help to explain the creation of the texture, but but other then that there is little information for it.

Other sources I found was a presentation for the game Sunburst Overdrive. They explain a bit about it, but not much. The polycount website has a lot of information about it, but the guides they have are a bit outdated. They also mention that it is better on MODO, a 3D software. 

In conclusion I see this as a method for when you are working in the gaming industry. Because I am doing a art test, I see no use in adding this in. I'm only making three crates with very different UV's and textures and if I want to get the best information from this, I'm best going into a game studio. It is there were I can learn everything about it.

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