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Creating a high res grass texture for sports game
show user profile  ceeejay
Hi guys,

Ive hit a bit of a brick wall with trying to create a grass textures that retains high detail up close.
basically I started off using a small tile and and tiling it over the top of my field tempate which achiceved the result below.

The tile field texture size is 3150 by 2160 and the tile is 200 by 200, real small and probably the
reason I couldnt get the detail I want. I tripled the field size and made a new tile at 3000 by 3000
but when I scale it down to fit onto the field it loses all its resolution and ends up looking largley the
same as the original.

Is the only option to keep making the field size larger so the that the grass stays closer to it
native size? With this method the file size quickly starts gettting out of control.

Sorry if this is a dumb qestion.

Heres a pic of what Im trying to achieve vs what I have actually achieved. The top pics are
from a ps3 rugby game called Rugby challenge. Im basically trying to achieve this level of
detail, but am falling well short. What am I missing?




read 4956 times
9/22/2011 11:53:38 PM (last edit: 9/23/2011 12:09:34 AM)
show user profile  Davious
I don't know much about this , but they are probably loading in different maps at different zoom levels.
No point having a huge texture just clogging memory. As you zoom in they change the map to show higher detail. OR it a procedural map of some sort ... maybe....

" Difficult, yes. Impossible , no..."
read 4918 times
9/23/2011 10:31:36 AM (last edit: 9/23/2011 10:31:36 AM)
show user profile  horizon
It's called mip mapping. We us a .dds image format for our textures, it is compressed and contains mipmaps within it (you set the lowest level possible), and is a format optimized to be handled well by GPUs in PCs and consoles.
DDS on wikipedia
Your engine must support it, but I'm afraid that's as far as I know about it, i'm on the art site of things).

The other thing you can do is have lets say a 1024 x 1024 tile of grass (the size of one you have at 200x200 but at much larger detail). Tile this in your engine or in the uv map of your model, so you don't have an unbelievebly large file to load and still have much detail.
You can achieve the difference brightness for the grass tiles inside the shader

The white field lines will have to be a separate map with opacity, which can be of a smaller size if let part of your grass see through it, or have it in parts and also tiled.

PS. was not a part of question, but you might consider testing getting your textures to power of 2 (256,512,1024 etc..). I was told they load much faster, although making them square is not a requirement these days anymore


read 4912 times
9/23/2011 11:01:48 AM (last edit: 9/23/2011 12:37:47 PM)
show user profile  ceeejay
Thanks guys, Im going to go with tiling it in the engine and add the lines and
decals with opacity maps.
read 4874 times
9/24/2011 11:36:51 PM (last edit: 9/24/2011 11:36:51 PM)
show user profile  Mashedpot8er
Can't you make say 10 maps of grass patches, but with subtle differences, say 5 in each stripe colour of the pitch. Mix these up by cutting the pitch into the relevant size polygons, then apply these 10 maps about randomly in their colour group ?

That way you'd get the detail that you'd want closer up, but still maintain a more varied look from further back ? The Maps would have to be made so that they tile with each other perfectly in any positional variation,within the coloured pitch stripe colour groups, thats the tricky part I suppose, but it should work and avoid having massive, ram and processor destroying maps.




Cad Monkey


read 4864 times
9/25/2011 12:34:01 AM (last edit: 9/25/2011 12:34:01 AM)
show user profile  ceeejay
I managed to achieve a semi decent result using a single tiled grass texture but am
having problems with the tiling looking a little too obvious. I made it seemless but dark and
light spots in the grass make obvious patterns. I tried to remove them, and ended up creating
worse ones. Its hard because it looks very clean in photoshop but the engine picks up small
patches and they come out quite blotchy and very noticible.

I may have to try what youve suggested to add some much needed variation, thanks.
read 4830 times
9/26/2011 2:20:05 PM (last edit: 9/26/2011 2:20:52 PM)
show user profile  Dave
You might think it looks clean in photoshop... but slap on a high pass filter, tweak it so the lighting is even and then preview it on/off... you'll soon notice drastic changes in tones.

"I flew over Egypt once"

read 4816 times
9/26/2011 3:28:04 PM (last edit: 9/26/2011 3:28:04 PM)
show user profile  advance-software
http://maxforums.org/threads/discovered_tiling_textures_variation/0001.aspx

read 4810 times
9/26/2011 3:42:24 PM (last edit: 9/26/2011 3:42:24 PM)
show user profile  ceeejay
Thanks for the replies guys.

At this stage I dont have any control over the UVW map. The plane is created and tiled in the
engine. The field lines are on an opacity map which I can use to mess it up and add detail. All
I am responsible for at this stage is creating a tilable grass texture.

So far everyone is happy with the result, its looks nice apart from a few dark and light spots
that I just cant get out. Ive used the clone tool and patch tool and end up just going in circles.

Heres a pic of the tile and where the problem areas are in the engine are . Any advice is much appreciated.

I know it still has some messy areas, but alot of them looks fine....just the areas Ive circled
have created blotchy patches. I ran a high pass over this too.


read 4792 times
9/26/2011 11:37:47 PM (last edit: 9/26/2011 11:46:56 PM)
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