© Abhishek Kumar 2020
A. KumarBeginning PBR Texturinghttps://doi.org/10.1007/978-1-4842-5899-6_4

4. Texturing Games vs. Texturing Movies

Abhishek Kumar1 
(1)
Varanasi, Uttar Pradesh, India
 

In this chapter, you will see the differences between texturing for games versus texturing for movies.

Texture mapping is the process of assigning the colors to the pixels on a 3D model to simulate four attributes (see Figure 4-1).
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Figure 4-1

Four attributes simulated by texture mapping

Texture use in a game should be lower resolution than in films. Texture resolution in a game is usually taken from the number of pixels per meter, whereas in films, the texture resolution and details are per the level of details visible in the camera. Therefore, in a close-up shot, an object’s texture in a film may contain hundreds of texture maps. For example, human skin for films ca generate several maps alone for subsurface scattering (SSS) scattering. In games, objects usually have from one to three texture maps. Usually, in games, we use a diffuse map, a specular map, a bump or normal bump, and an alpha map. In a game, we use tillable textures to save memory and also try to create details with many similar objects, so with a single texture, we can optimize the game. However, in films, you would usually avoid using elements repeatedly so you can create variation. In a film, we maximum the use of handmade or photo-based textures to generate more realistic results; for game textures nowadays, artists prefer PBR textures. For games currently, there are still some technical limitations to using high-resolution textures, but in the coming year, they will no longer be a barrier; a game engine’s texture streaming pipeline will automatically load textures based on several parameters, with the most critical factor being the texture loading based on the distance to the camera.

Texture Pipeline for Movies

To achieve the best result while texturing assets for movies, Figure 4-2 shows the commonly used steps.
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Figure 4-2

Texturing workflow for movies

Texture Pipeline for Games

To achieve the best result while texturing assets for movies, Figure 4-3 shows the commonly used steps and the best examples of texturing in games in the media and entertainment industry.
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Figure 4-3

Texturing workflow for games

Common Pipelines and Similarities for Games and Films

The approaches to the modeling and texturing pipeline varies depending on the requirements of the studio. Figure 4-4 shows a few texturing pipeline methods.
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Figure 4-4

Examples of texturing pipeline methods

Note

To put it simply, in movies, we are doing high poly modeling with a high level of detail in texturing to give realistic results. In gaming, we are using a low poly model with a high level of detail in texturing to give better performance results for playing the games.

In next chapter, I will discuss the various traditional and modern texturing methods and their pros and cons. This will help you decide which method is best suited to you.

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