Okay #gamedev #gameArt DM question- how important is padding on textures? What should they be set to?
So padding in game textures is exactly like 'bleed' in printing.

With printing, you can't be certain exactly where the cuts to the paper will fall precisely, so you need to have a little extra color extending past the borders. This is called 'bleed'.
With game textures, you need the colors to extend past the boundaries of your textured pieces because the pixels in the textures become averaged with filtering.

A texture usually contains the full resolution texture, then several MIP map levels- which are halved each time.
So a 1024x1024 texture contains MIPs for 512x512, 256x256, 64x64, 32x32, 16x16 and so forth.

Each time you scale down the image, the pixels are averaged together with their neighbours using your selected algorithm.

This is why you need to extend color past your border.
So the technique we use to protect the edges is called 'dilation'- basically stretching out the border pixels out. "Infinite dilation" stretches the pixels out until they meet another pixel.

So how many pixels do you need?
Well this depends on the size of the texture. You want at least one row of pixel dilation for every MIP you are expecting. So a 2048 square map needs around eight pixels of dilation padding between UV texture islands.
When you deal with transparent objects, dilation becomes a little more complicated, as you need to factor in the MIP maps for alpha, and the edge erosion.

New artists often see dark coloured rims around their leaves because they have pasted the leaves onto a black background.
If you check your texture settings in engine, you will find controls for how to handle your alpha in MIP maps.
If you are using substance painter, the default dilation is "infinite", which is fine for most texturing tasks.

Sometimes you need to turn off dilation when rendering texture masks for baking out opacity, but that is the exception.
Also note that textures WRAP by default, so pixels on the left of your texture average with pixels on the right, and the top pixels with the bottom pixels.
To avoid this, keep your texture islands away from the edges by around four pixels and you should be gold.
I hope that helps.

If you love my tutorials, consider joining my patreon where I will be posting early access to my book.

Patreon.com/darkling
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More from @delaneykingrox

Jan 21
TERFs using "biology" as an argument when they clearly don't understand *actual* human biology really grinds my gears. Like, you put all this time and energy into hating and harming people and you can't read a book or watch a video on it?
The one that gets me the most is "male DNA" and "male cells".

It's like they think a persons genome contains just the male bits instructions or the female bits instructions.

*facepalms*
Our DNA contains the instructions to make a human. Boy instructions and girl instructions.
The difference in the Y chromosome isn't the construction plans for dudes. It contains the SRY gene region that basically starts the chain reaction that results (usually) in a boy.
Read 15 tweets
Jan 21
Someone said they used to follow me for game tips but I have become very inflammatory and opinionated lately and that twitter must have turned me that way.

Hahaha jesus fuck no, if anything it's made me less so.

I am horrible in real life.
I mean, I dip my chips into my thickshake and hate anime.

I am a fucking monster.
Anyway, everything sucks, everyone are a bunch of assholes, tv shows need more lesbians surviving a series and capitalism can suck a mouldy dick.

See? I am such a sweet mouthed, agreeable lass.
Read 4 tweets
Jan 21
Game content without meaningful choices is just expensive filler.
To give an example, you can have a hundred swords, but if it boils down to one being better than the rest, the other content may as well not exist.
With meaningful choices, different swords would be ideal for different play styles and situations.
You could have 500 locations in your game, but if there is nothing to do at those locations that is different, there is no point to it existing.
Read 6 tweets
Jan 19
Chess be like: oh a Sicilian defence? Hmmm should I play the dragon variation? the Checkov's wessel? the stinking sausage variation? the leicester back ender? the half biscuit defence, the keiv special? Or the Queen's Roger Tailor?

Oh fuck, he did the bean flick disaster.
Jesus, she countered his Flaccid Knight with the Beksinski Painting, then when he answered with the White Wedding B-Side she boldly responded with a PolishTorque Wrench. Astounding!
But seriously here are some actual ones:

The Bong Cloud
The Kalashnikov
Grand Prix attack

It gets weird.
Read 4 tweets
Jan 19
I have validated at length my statement that pathfinder is not designed to be adhd friendly. I have brought receipts, given clear examples and even presented example of adhd friendly design vs non adhd friendly design and done breakdowns of how autism spectrum overlaps adhd.
I have not at any stage recommended DnD 5e, or said it is better than pathfinder.
I do not recommend 5e and in light of Hasbro and Wizards horrific behaviour with the OGL and previous problems, I wouldn't work for them for all the money in the world.
I have not stated that pathfinder is not good for autism, (in my opinion from family with autism it is most likely ideal for them).

I have not stated that I hate pathfinder.

It isn't my first choice for an rpg system, but there are a list of systems that have the issues.
Read 10 tweets
Jan 18
One last quick thought dump before bed about crunchy TTRPG systems- also because I can't sleep because I am unwell...
Some designers seem to get hung up on making little intricate mechanics and slapping jargon onto them rather than looking to streamline.
5e Hit dice and skill proficiency are an example of this, or untrained vs trained skill abilities, exploration trait and so forth etc, etc.

Often the text takes up a tonne of text just explaining the abstraction for the jargon alone, but even if it is explained well...
Read 15 tweets

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