Quote: "you just using the method that called mipmapping and not a new tech that you invented."
1. I never claimed to have invented something and 2. you are either wrong or you still don´t get the point what I mean (most likely because of my English). I am NOT talking about a technical approach, I am talking abour perception. I worte "techniques" but that doesnt mean new technology, its rather "methods of working".
(I fear I also made some misleading descriptions in the video. Detai Level 1 - 3 doesnt refer to the detail level of polygons or used texture, but to detail level of perception. First you see a metal-concrete wall with waved metal, second you see the enforcing rusted element in the middle, third you see the small breaks and worn out elements on bottom. The texture is always the same.)
You think and try to explain technically (no wonder given your background), but I am refering to design issues (and accompanying helping tech). Mip-Mapping is old stuff and well-known, I dont use it all. But here, no matter where you are looking at something, only one single TexMap without MipMaps is used per Object / (accompanied by Normal and Spec of course). The only technical stuff I use for this is A) the unified-looking shader and B) a texture resolution calculated out of the object size and Uv layout to be high enough that no filtering will ever kick in.
The rest is DESIGN. Rolfy and Wolf and some others have a design approach and skill that makes most of my thoughts unneccessary, but for the big number of others some thoughts on that are essential.
Let´s talk about an example, let`s say about a wooden interior wall in a room sized 5 * 8 * 2. We are talking about 80 times the same texture, but for obvious design, variety and detail reasons we make the lower and the upper wall from the same photo original, but as different textures.
-> 40 times the same segment texture in the scene.
Now for the resolution:
If we create a scene where the player can go to the wall and stick his nose into it, we need a texture res of 2048*2048 for the wall if we comply to my insane "no texture filtering" demands. You can use 1024*1024, too, but then you have to keep in mind your Pixel / square metre ratio for all other segments and static assets.
And that ´s the first essential point: All your static assets and segments need approx. (roughly) the same amount of texture information per surface size. As for static entities, you have to take a look at the UV layout and calculate roughly the needed texture size. As an example, if you have a Desk that is roughly 1 * 1 metres, you could come to the conclusion that 1024*1024 texture size is enough compared to the 2048*2048 textures for the 2*2 metres textures.
But if you open the diffuse map, and see that the 1*1 metres surface is mapped by only 30 percent of he Texture and the rest is used for the sides, decoration elements e.t.c., you have to retexture it in a total of 2048*2048. And retexturing doesn`t mean blowing up the original diffuse, sharpen it and save it again, it really means applying a new texture based on the given UV layout. And THEN firing up CrazyBump or drawing Normal maps by hand.
If you have taken care of all of that, you will have every squarefoot in the scene represented by the roughly same amount of texture information and resolution. If you have now the same or a very similar shadering applied to the segments and static surfaces (which also implies objects of similar materials, as you most likely won ´t shade antique woods with the same settings as futuristic endurium metals), and if you have a decent lighting, they will visually melt together into a scene that looks like perfectly fitting, no matter how far or close you are away from the texture details. On the other hand, if you have a high-res wall and put a switchbox to it with 512*512, it will look displaced and artificial no matter how good the model and texture basically is.
So, if we have the unified shading and the comparable texture quality and resolution at hand, we have to look into the diversity.
If we look at same-textured segments next to each other, lets say a 8*2 wall from a distance of 5-8 segments, the tiling is obvious, we see a plane composed of tiles. The first thing that breaks this feeling are the scenery objects standing in front or attached to the wall. Together with a decent lighting, your scene compostion shall remove the obvious tiling as far as possible, but there will be some segments next to each other left which still make the tiling obvious. Here we have to ad diversity manually, I try to explain that here:
And here I kick in some psychological approaches. I want to have details that catch your attention from far away, rather close and very close.
- far away: A huge overlay, a huge (static entity) plank hanging down or nailed to the wall
- rather close (when only 2-3 of the same segments are in sight): a smaller overlay or a variation of the texture with an additional crack or other interesting element
- very close (in the case of the mentioned wood plank wall, it would be the screw heads of the screw holding the wall together)
So basically all these Design approaches, combined with a unified shading and a unified texture resolution / quality per certain surface size should lead to a perfectly organic and varying scene look. It`s not an invention or a new technological breakthrough. it´s a combiantion of design guidelines and minor technical tweaks.
So, did this count as tutorial, too?