Been fixing some changes, fixed an overheating gpu.
I have three UV's total for the car. One for the wheel (1024^2), one for the body (2048x1024), and one for the secondaries (512^2). The secondaries are the logos, light textures, and grill. I've seen this done before so I'm hoping this is acceptable instead of a 2048^2 for the entire car excluding the wheels.
How much more efficient for gpu mem and game performance is a 2048x1024 texture compared to using a 2048^2? What about using two smaller textures to one large texture? Is it insignificant? What if these methods were applied to all assets in a game, is it still insignificant?
Been working on other stuff. Thought I'd post this pic. Thanks for all the help. There is much more I can do and improve. Maybe I can get back to this and add dirt and wear. The biggest thing I can improve is hard surface modeling. Making sure there are no shading errors.
Replies
I have three UV's total for the car. One for the wheel (1024^2), one for the body (2048x1024), and one for the secondaries (512^2). The secondaries are the logos, light textures, and grill. I've seen this done before so I'm hoping this is acceptable instead of a 2048^2 for the entire car excluding the wheels.
How much more efficient for gpu mem and game performance is a 2048x1024 texture compared to using a 2048^2? What about using two smaller textures to one large texture? Is it insignificant? What if these methods were applied to all assets in a game, is it still insignificant?
albedo, gloss, spec, normals
Also:
http://www.polycount.com/forum/showthread.php?p=2299224
@ Jerry_Royals , Awesome job. I liked your BMW.