MaPZone texturing tool
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Join Date: 2002-11-04 Member: 6944Members
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<div class="IPBDescription">The most powerfull texturing tool ever ?</div>Saw an article about <a href="http://www.mapzoneeditor.com/index.php" target="_blank">MaPZone </a>that is said to be "The most powerfull texturing tool ever".
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->What is MaPZone?
MaPZone is simply the most advanced texturing tool ever. MaPZone is only intended to be used for producing high quality textures , and this is what it does best. Based on a unique and patented technology called the FX Maps, MaPZone is the only procedural tool giving you that much control over your creation.<!--QuoteEnd--></div><!--QuoteEEnd-->
Anyone know about it ?
Is it any good ?
Good enough for NS2 ?
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->What is MaPZone?
MaPZone is simply the most advanced texturing tool ever. MaPZone is only intended to be used for producing high quality textures , and this is what it does best. Based on a unique and patented technology called the FX Maps, MaPZone is the only procedural tool giving you that much control over your creation.<!--QuoteEnd--></div><!--QuoteEEnd-->
Anyone know about it ?
Is it any good ?
Good enough for NS2 ?
Comments
The neat benefits of about procedural textures is reducing texture size drastically when trying to sell games over the internet and if implemented in a shader, replacing texture lookups with math or saving space on the GPU. On non-simple textures you're most likely going to need texture lookups for things like perlin noise and such and it's going to slow you down a lot; you will have to build these textures at load time.
It looks like it might be quite OK for generic textures, but it's not doing much more than what you can easily do with a regular paint program like photoshop. The minute you need to do some kind of artwork that can't easily be reduced to various types of filters, noise and pattern you're pretty screwed as it's probably easier just drawing the thing yourself now.
The neat benefits of about procedural textures is reducing texture size drastically when trying to sell games over the internet and if implemented in a shader, replacing texture lookups with math or saving space on the GPU. On non-simple textures you're most likely going to need texture lookups for things like perlin noise and such and it's going to slow you down a lot; you will have to build these textures at load time.
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Dangit he took everything that needed to be said and said it before I got here.
It's nice that it's free though. Most other programs like this make you pay for the privilege of not having to learn how to paint.
--Scythe--
It says that they had rasterised their textures before using them in those render scenes. That seems to indicate that prior to being rasterised the textures were in layers. I wonder if it uses proper layers that could be understood by photoshop.
--Scythe--
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When they say rasterize they mean they're converting it from a vector to a raster image, not from layers in to non-layers. Nub. You know NOTHING. NOTHING!