Hey fellow polycounters,
I am in the process of creating a new environment and have been wondering about correct UV layouts for ages. With each individual piece of the environment (walls, lamposts, boxes etc.) do you make an entire texture for each particular object or is it better to cram multiple objects into one texture map. Because what i like to do is to cram lots of objects into one texture map.
The texture map from my old project illustrates my point, in it is a couple of windows, the walls i used, a couple of stone bits and a plank of wood. Is this ok or is it usually better to make one texture per object i.e. split the walls, windows, stone pillars etc. into separate textures?
![BenHearn%20-%20WindowTM.jpg](http://d2bm3ljpacyxu8.cloudfront.net/width/731/crop/0,0,731x731/benhearndesigns.webs.com/BenHearn%20-%20WindowTM.jpg)
Replies
In modern day FPS games, textures are often ordered by material and texture atlases (combined textures) are avoided. But for say a mobile phone game, it's often wisest to combine many textures into larger atlases.
More than likely though this is engine dependant and I would assume texture-streaming plays a big part aswell.
Is that along the right lines?