TX/HF ratio
Posted: Sun Feb 26, 2017 9:21 pm
Hello
I'm stuck with something. Let's say I want to create a terrain for an RPG like game of 256x256 metres. A horizontal scale of 1 metre (which seems ok, as mentioned in a guide on this site).
Now I want a texture for my terrain ofcourse. A TX/HF ratio of 4 is good, as I read in a guide on this site. That gives me a texture of 1024x1024.
But now, what I don't understand, If a character is on the map, looking at it's feet and the surroundings. The camera will see 4 colours per square metre? So that's no detail at all. How do we see things like grass or other smaller things in video games? Are they all using super textures?
Even on the highest TX/HF settings, 32, I would only see 32 distinct pixels per square metre. That's also not very much.
Or is a terrain texture only a base texture, not directly looked at? Other textures applied to it?
I'm lost, I have no idea how to create terrain that looks even a tiny little bit real. Thanks!
I'm stuck with something. Let's say I want to create a terrain for an RPG like game of 256x256 metres. A horizontal scale of 1 metre (which seems ok, as mentioned in a guide on this site).
Now I want a texture for my terrain ofcourse. A TX/HF ratio of 4 is good, as I read in a guide on this site. That gives me a texture of 1024x1024.
But now, what I don't understand, If a character is on the map, looking at it's feet and the surroundings. The camera will see 4 colours per square metre? So that's no detail at all. How do we see things like grass or other smaller things in video games? Are they all using super textures?
Even on the highest TX/HF settings, 32, I would only see 32 distinct pixels per square metre. That's also not very much.
Or is a terrain texture only a base texture, not directly looked at? Other textures applied to it?
I'm lost, I have no idea how to create terrain that looks even a tiny little bit real. Thanks!