Hello to all!
I never seen non-square textures in game assets, is that mean its never used and it is bad form to use rectangular textures?
For example i have an object with this couple of UV shells:
Non-square layout pretty efficient and will work correctly with my pixel density.
Square layout has a lot of free space and didn't match to my pixel density.
Which one of layout I should use if it was in production?
Replies
If the engine you are using makes us of textures arrays, I would advice to define a number of texture resolutions and keep it. You don't want to create textures arrays and feed it with only one texture.
I'd say that the two most important aspects are utilizing your UV space as efficiently as possible and using the texture size that will give you the most even texel density across your scene. Here's an example. If you have a 1024x512 texture on an asset and to fulfill texel density requirements you would either need to jump to 2048x1024 (and let's assume this would be a bit beyond your texel requirement), or make it 1024x1024 (which let's assume is closer to your density goalpost) and cut your UVs to fit that square space better, I'd say that's a good candidate to do the latter.
Otherwise though, non-square is great, like people have been saying.
And if i get it right to get correct aspect ratio uvw xform should be used. But when should i use it, before applying texel density(uww xform + textool) or after(textool + uvw xform)?
It'd be possible to work it out correctly but it'd be complicated and slow.
The simplest correct solution is to map and set density to a square of the largest dimension (ie. 1024 on a 1024x512 map) and scale the uvs after.