One of the best resources I've had for graphics programming is texture packs. You can program away all the light simulating algorithms, but applying a texture to a model gives much more satisfying results. My 1 gripe is that textures often don't indicate scale. 1/?
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One of my pet peeves since I started graphics programming was texel density. This is because I started as a tools programmer and saw designers and environment artists apply HUGE scales to objects to repurpose it for another use. 2/?
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I like to ask, what does a texel represent? Because if it's a texture of the moon as seen from earth, it represents miles of distance. If it's a texture of dirt when the player is proned, it represents a much different underlying reality. 3/?
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It'd be nice if texture packs adopted standards. Each texture could represent 1 square meter of material. This lets you realistically place it in a world, understand how it should be there. Otherwise, a great looking texture could throw off a scene because it's out of scale. 4/?
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And of course, some textures would need to be larger than representing 1 meter, but it should indicate so. I'm thinking of big cliff faces or castle walls. Big level design static geometry, viewed at a distance. 5/?
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As an interesting aside, the only project I know of that adopted strict rules about textures and scale was EQ:N. Being voxel driven, textures were pretty much all triplanar mapped, and bricks needed to neatly line up with voxel boundaries to look good. 6/?
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At texturehaven, some textures are marked with an indicator of world-scale (ex: https://texturehaven.com/tex/?t=rocks_ground_08 …) But not all are marked, and most are not the same (clicking randomly, I found 4m, 3m, and 1.2m) 7/?
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http://FreePBR.com , my other go-to for PBR texture sets, doesn't seem to have any indication of scale at all. 8/?
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I'm mostly thinking about triplanar mapped surfaces. Once you introduce UV maps, I can only imagine evenly distributing texel density and maintaining proper texel scale is a nightmare. 9/?
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I don't have enough experience in managing this type of stuff, outside my own small experiments and complaining to artists (was never in a lead position to have any authority on it). Does this problem come up for others? How does it get managed on other teams? 10/10 - fin
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