So as it pertains to game design, which is worse in a UV layout for memory issues? Or does it matter?
Reason I'm asking is because I've got a bunch of archway models that are all going to use the same texture. I'm trying to reduce the memory footprint by throwing them all on one unwrap but I'm wondering if this is actually going to make a difference in terms of memory used by the engine (specifically UDK).
Here are my two options for UVs:
Or would it simply be better to give each mesh its own unwrap and simply re-use the same texture/material 11 times (per object)? I'd imagine not due to draw calls but I'm still learning the technical side of things.
Replies
so in general yeah this is a very common practice, bt only on pixes that actually share the same uvspace to use the same texture, not like it seems to be done here
As was suggested earlier, to maximize your UV space get those islands as rectangular as possible and then play a rousing game of UV tetris.
Remember too that you don't have to worry about having absolutely even texel density across the entire mesh - if the player will never see the back or bottom of the mesh, for example, go ahead and scale those islands down. Don't waste UV space for the sake of evenness...
So "wasted space" on a texture is only "bad" in that you're not fully utilizing the entire sheet correct? As in you're already loading the 1K texture into memory so you might as well utilize the entire thing. But if its a tileable texture and you're using it all over the scene, then its not so much an issue?
I just wanted to make sure there weren't some technical downsides that I wasn't aware of.
So ultimately, it would be better for me to simply unwrap every one of those pieces in the above layout to fill the entire UV space and then just stack them all on top of each other. Cool!
Thanks for the feedback guys!
If UDK is generating an error that charts are outside the bounds, then I'd imagine its bad for performance?
Check out the mobile content (epic citadel), there are lots of meshes with tileable textures only and those have UVs out of bounds.
I've never encountered such a warning apart from lightmaps and never heard of this being an issue.
There is no performance consideration that I'm aware of, outside of each set of UVs requires the memory to hold it.