Game Development Reference
What you are doing by manipulaing an image is changing the color or shade in many
individual dots at the same ime. If you type in 2000 into the zoom field and hit Enter , you
can see these individual pixels in your texture image. If you hold the topic at arms length
and squint a litle you'll see the colored pixels make up a nail in the wood.
The reason you resized to 1024 x 1024 pixels is because the image you had was too large
(it held too much informaion) and so had a large ile size. In gaming, we have to be
constantly aware of the speed at which the game will render while playing it, so graphics
file size is a big issue. In fact, 1024 isn't the final size you'll end up with. Later, you might
decide to resize to 256 or 128 pixels wide. Ater all, a imber pallet is unlikely to be the
showcase feature in your game level!
Textures should also be square if possible or a raio of 2:1 or 1:2, such as 512 x 1024. For
computer game graphics reasons, it is standard to make all graphics a power-of-two size.
Get the number 2 and keep doubling it, and any of the sizes you get are ok (64, 128, 256,
512, 1024, 2048, 4096, and so on). This is tradiionally because the computer memory
allocates memory to textures in blocks of a power of two, so having a 520x520 image would
sill take up 1024x1024 of memory. Two of the more tangible beneits of this are that you
work to standard sizes, cuing down the amount of decisions you have to make, and you can
easily resize your texture to a range of ile sizes by simply halving it a few imes in GIMP.