SamB wrote:
It's funny, I had the same discussion fex days ago on an other game.
4 levels of details and 4 levels of texture size like 512x512 256x256 128x128 64x64
Yes, that's the idea
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Main blocks share the same texture like grass, road, sand, rocks.. But each block has a single texure with only the shadow map that's right ?
Right, and as you know(i suppose) a shadow map is really a grey map, so it is quite light for the memory. Or even the shadow map could be black and white one, in that way the size in memory will be minimal.
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Why do you said it will be less impressive ?
I said that it will be less impressive cause a full baked texture in blender will include, apart of the shadows, minor changes in tone/hue, brightness, etc.
Using the alternative way, the color will be fixed, just the shadows will be applied. Of course some effects could be applied after that, in realtime, but we are talking about baking.
And i have though a new alternative:
Mixing shadow maps with full maps.
Shadow maps could be used in nearly objects and full maps could be used in distant objects. In that way we don't have to apply a lot of multitexturing with distant objects, just with closer ones, and so just quite small full textures will be placed in memory, and the big textures will be just for shadow maps.