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Messages - t17dr

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Media / Re: Blaster - Speed texturing
« on: December 12, 2014, 02:16:46 PM »
So, basically, you divide the model into basic shapes, spread 3d shapes on 2d surface and paint them, then reverse the process?

Something like that. The process of unwrapping a model to 2D texture is called UV mapping (not in the video) - to each point it assigns a position on the texture, like a paper model. The UV coordinates are stored with the model and GPU/shader then maps the texture back to the model during rendering.

Discussion / Re: Unreal 3 Engine
« on: November 20, 2012, 06:19:22 PM »
It's the MIP maps loading. Every texture is saved with more smaller prescaled versions to avoid realtime resampling artifacts. It just loads smaller MIPs first. If the texture is streamed, it'll load during gameplay when it's needed. Game developer has no possibility to affect the loading time.
What can be changed is the time when the textures starts loading.

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