Texture Atlas, from 0 to a 100!

Поделиться
HTML-код
  • Опубликовано: 17 окт 2024
  • Hello, here you'll learn everything about texture atlas :).
    I could not make the file for free due to the size limit on Gumroad, sorry for that!
    Link for download - kendarr.gumroa...
    The texture atlas and model are all CCO, if you credit me and let me know i'll be happy but its not required :)
    All the music Prod. by Lukrembo

Комментарии • 21

  • @jellybeanz3405
    @jellybeanz3405 6 месяцев назад +1

    2 weeks and i finally found this perfect thanks so much i was lost lol

    • @kendarr
      @kendarr  6 месяцев назад

      No problem bro, good luck!

  • @flyingarepa
    @flyingarepa 3 года назад +2

    Yes, loved it. Thanks for sharing

  • @MarceloCJx
    @MarceloCJx 3 года назад +2

    Amazing vid bro! Your video helps me a lot

  • @timetosleep8055
    @timetosleep8055 2 года назад +2

    Thank you so much bro! very well explained.

    • @kendarr
      @kendarr  2 года назад

      No problem, I'm happy it helped, check out the other stuff on the channel, it might help :)

  • @linezgames3893
    @linezgames3893 7 месяцев назад

    this obviously saves a lot in texture/memory space right?
    So I can create more complex scenes?
    I prefer not a low poly res but a reasonable amount for detail and use a texture atlas for more variety with metals, wood, decal, vehicles, etc.
    In theory should be less costly right?

    • @kendarr
      @kendarr  7 месяцев назад

      Yeah, it uses less storage, and generally less materials since you can pack them togheter, look into compiled textures, the ones that gltf uses, they pack the Metallic, roughness in the rgb channels, so you have 1 texture that can be used in its rgb value to store diffent textures

  • @MelvilleG
    @MelvilleG 3 года назад +2

    Cool technique, man. But what about exporting such a thing to UE4 or Unity? For instance, UE4 is very sensitive to the overlapping UV's and if you bake lightmaps in the engine - a lot of overlaps will end up black. The only option would be using unlit shaders. Or maybe there's some workaround?

    • @kendarr
      @kendarr  3 года назад +1

      There is a workaround on UE for that, you'd need a new UV map for that object your're trying to bake, in Unity i was able to use a texture atlas no problem, if i'm not mistaken Unity creates maps for lights and AO so there is no problem there, i was using URP if that changes anything on that front. Check this out, on this video they have this exact problem ruclips.net/video/tQyeh-0AYOg/видео.html They create a new UV channel and bake into that, i'm not familiar with UE but the video seems good to understand. Thanks for watching man :D

    • @michaeljentsch865
      @michaeljentsch865 Год назад

      @@kendarr But what did you regarding texture bleeding? That is the biggest issue i have with texture atlases :(

    • @kendarr
      @kendarr  Год назад

      @@michaeljentsch865 I keep the UVs fairly away from the edges, that usually fixes any bleeding I might have, notice on the timelapse how I overlap a bunch, that helps me to keep away from the edges of the texture and only use its center :)

    • @michaeljentsch865
      @michaeljentsch865 Год назад

      @@kendarr I see ! i have not thought about that. thx

  • @yuriaugusto1084
    @yuriaugusto1084 2 года назад +2

    Great tutorial!!

    • @kendarr
      @kendarr  2 года назад

      Thanks, hope it was helpful!

  • @cekconi1773
    @cekconi1773 Год назад +1

    👍👍👍

  • @GorblinRat
    @GorblinRat 2 года назад

    Amazin'!

    • @kendarr
      @kendarr  2 года назад +1

      Thank you, I hope it helped you!

  • @AgodzillaFace98-yj5nq
    @AgodzillaFace98-yj5nq 11 месяцев назад

    With texture atlas there is an inherent problem:
    Reusability. You will end up putting same textures all into atlas multiple times, for different objects.
    You can't have great variation.
    Let's say you have a house that has rock walls, wooden floor, and perhaps some wooden planks and windows.
    It would be a waste not to reuse those textures.
    If you go for multiple textures per object, you will end up with more possibilities.
    1. You can make same texture look different on different houses by using tilability.
    2. Object will look more detailed with less space wasted than in an atlas.
    3. It all comes down to restrictions and requirements.
    Its quite common to use a combination of both.
    It's even common to see atlas reuse for a totally different object.
    I have come to a conclusion that in some occasions, atlas is not the way to go:
    1. Textures that will be certainly reused with different uvs. Tileable textures allow for such tricks.
    2. Terrain - tileable all the way, preserves detail at low cost
    3. House - will mostly consist of textures we can use outside the house as well.
    Modern graphics Apis allow for texture array and binding costs are negligible.
    There are so many ways to do things, I've found that baking roof textures out of tileable texture is not a good idea as it takes significant portion of the texture. Its best to be kept as a separate texture.

    • @kendarr
      @kendarr  7 месяцев назад

      I agree, it all depends on what you need, say you want to just mock up a quick scene, a generic medieval atlas can help visualize that with a consistent pallet.
      If you're making a normal pc game, with good graphics and what not, this is probably not the way to go, but say you're making a mobile game where space counts a lot more, this can be useful