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Hi there,

 

i have a hard time with texturing my models .. after releasing the first ones i checked some other on the workshop and i was surprised how small they are (filesize). My models are smaller one (3*4) and when i switch to 1024*1024 for the texture - i got so blurry textures ingame that i want them to be seen.

I tried to make the uv better for my models (resize them that mainstructures got the most part) - i looked for better textures - but i am not capable to get a satisfactory result.

maybe some of you can give me some help to get better at texturing without blowing the filesize for each Model ~ 10MB.

 

Thats an actual model i working at with 1024*1024 texture:

model1.jpg.20381b23d9ff45724618659aa8c5c9a1.jpg

 

the same model with a 2048*2048 texture :

model-2.jpg.6f53bbcd30d07c13ab3f55fa745eb8f4.jpg

As you can see they detail n the second is so much higher and on the first one it is just one "blurr".

This is my uv-map :

uv_warehouse_1024.png.5f54369076e8c8347b813aff81afdbfc.png

i resized all important big areas to 1.5 - so details would be better - but i have not really luck with that.

 

I am really stuck at this moment .. having 3 models ready to release but they look only good with 2048² textures and have a filesize about 10 MB - when i check Jz´s Rusty Warehouse 2 - it has only 2.8 MB - shows me that i am doing something wrong.

 

thanks for any help/hint/suggetsion and sorry for opening a new thread for this

 

mic

 

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You need to use a lot of repetition, it's pointless to have the same thing on the texture 8 times...

The biggest contributor to file size is the texture.

See a texture from a similar sized warehouse I made: 1024x512

IqkglBu.png

(the thin one here)

imxuvvA.jpg

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You need to stack the uv's on top of each other so they use the same texture. Try to divide large faces into several small ones, like the big one at the top could be divided into 6 faces, then layer them on top of each other, making sure to line up the wood grain. Also make sure the roof texture is the biggest and most detailed, and turn down the white level on the diffuse texture. Are you using a normal map?

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I noticed a few things which might help you. You have alot of wasted space and you don't need that much padding between faces. Smaller faces can be put in the gabs to help fill out the map better as well as overlapping faces with the same texture. To avoid too much repetition (especially if you have dirt or graffiti on the walls) you can offset them a little compared to each other. I have an album here with a few of my UV maps and some highlighted faces that overlap. Some assets I do more overlapping, some I do less (my other ones don't do this much). Overlapping doesn't work well with texture baking though, so you'll need to fill in the texture manually to really do some overlapping. Hope this helps! :)

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    thanks a lot - this is helping much :)

    i understand now why you have so small textures and mine are as big .. so next days are dedicated to uv unwraping ;)

     

     

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    If this is at all helpful, here's what the UV map, and diffuse texture look like for my rusty warehouse 2:

    wKZuOUI.png

    Nl43oUn.png

    I learned all of the UV mapping techniques from watching videos from @Ronyx69 so definitely check out his timelapse videos. And as evidenced by the UV map, there's still more room for improvement in my mapping.

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  • Original Poster
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    Thank you Jz ;)

    i found Ronyx Video with the modding on the TWD Barn - that helped so much .. and also to see how you uv map & set textures. I always did no repetion - just took the whole model to paint on it ;)

    So i rebuild my Trainshed and tried the "new way" of texturing - et voila: my asset takes just 3,3 MB :)

     

     

    A big thank you for helping me out !!

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