Crazy Homeless Guy Posted December 30, 2008 Share Posted December 30, 2008 (edited) Ok.... I have been trying to make my texture maps more efficient lately. Meaning, I use a lot of high resolution texture maps and I would like to make them lower resolution, which consume a lot of RAM, and generally slow things down. I would like to make these maps work more efficiently. Currently I am working on a standard sidewalk material. I have a 3x3 square image setup. It doesn't tile horribly bad, but I feel it could be better. I don't like to see repeating patterns. The tiling is more evident in the diffuse base version. I could up the number of tiles, to say 6x6 to make it better, but that makes the map higher resolution, and that is what I am trying to avoid. I am curious as to what other methods people would consider in dealing with this. I could use a composite map, and put a large scale noise overlay on it to vary the color a bit, this isn't perfect, but it can help. I am impartial on how good it looks, it definitely has to be done with a light hand. I have played around with the tile map, and slightly varying the color of the squares. Again, may be useable in some instances, but not all. I am also attaching the sidewalk map I am working with as a free texture for everyone who is interested to experiment with. Feel free to add it to your collection, and use it on projects. The reflection and bump map were built off of the diffuse base map, not the diffuse even map. Consider the files a late Christmas gift. If you come up with better solutions, or develop these maps more, please post and share with everyone. ________ http://www.phase22.com/misc/cgarchitect/san_francisco_sidewalk.zip san francisco sidewalk - diffuse even.jpg san francisco sidewalk - diffuse base.jpg san francisco sidewalk - reflection.jpg san francisco sidewalk - bump.jpg Edited December 30, 2008 by Crazy Homeless Guy Link to comment Share on other sites More sharing options...
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