I am importing 3D objects from blender to Unity, trying to create a scene, and for simplicity I am creating the textures in blender also. The manual in blender states as I understand that the images are saved in an 8 bit format (if the 32bit option box is not checked), which is ok, cause I am not aiming for high detailed images.
When importing the texture in Unity there are a variety of options in format types,not including 8 bit formats and I am not sure which is the most optimal. The textures are quite simple, I have not moved to a more detailed texturing, so there is no visual difference. The most obvious difference is the file size, which I am trying to keep it low, so I am avoiding 32bit formats.
Now, I have absolute no knowledge of the technical issues, but I am wondering which is the best approach here?
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All textures are 32-bit textures, but some like JPG or PNG are compress so they are smaller in file size, but they still have color stored in 32-bits: 8 bits(0-255 value) per channel, so 8 for Red, 8 for Green, 8 for Blue, and 8 for Alpha/transparency. Technically, JPGs and some PNGs only use 24-bits, because there's no alpha but the format is still there. The in-game texture compression format set in Unity(Compress, Uncompressed, or PVT or ETC2, or whatever) is a Unity specific setting and has little to do with what format you export your textures in.
Coming from Blender your best options are:
For color only(no alpha) PNG, RGB and 8
For color and alpha: TGA,RGBA and 8
From there Unity will import them, change the compression to whatever platform your're going to build to and you don't have to worry about it.