I am finally working on my first 3D game with 3D models and I was wondering if I should put multiple objects UVs on the same texture or should I create a separate texture for each object.
For example:
If I have several objects for debris: planks of wood, bricks, canisters, crates, etc... should I try to squeeze all of these on the same texture. The same goes for wall of buildings and windows etc.
I'm just concerned that some of my models will have more texel density than others if I start to cram as many objects into the same texture than other objects with dedicated textures and things will look awkward in-game.
Any clarity on this would be of great help
Thanks!
Replies
Sacrificing texel density just for the sake of having less textures when there's no reason to? Naaah. Also, lets say you decide later that you want some alternate crates, like one is painted red, or looks like it was burned. If the crate was single, it would be more efficient and easier to manage.
I'm self-taught, and it is hard to find a full on workflow/pipeline tutorial covering every little aspect and so I was a bit confused on this transitional part.
Yeah, from what I understood so far, better to load many selective smaller textures instead of large textures for the optimization, but wanted to make sure. I kept thinking how am I going to have a nice clean barrel and then a rusty one if it is on the same texture as a several other objects... for example.
Thanks again!
Also, if you have things that don't work very well being unwrapped on their own like a plank of wood is very long, you might as well do a few variations to fill it out, maybe put stuff like nails onto that same sheet too. Then you can make different different groupings of these objects, and each is drawcall*1, because they share the same texture and shader whereas if you have these same models, each with their own texture sheet, your number of drawcalls increases.
For baking, you can change the Match By behavior to each submesh. This prevents objects that might sit too close from interfering with each other. You can use an ID map baked from material or vertex color to mask off each material as needed.
I find this is much easier than doing the long workaround of exporting masks and combining everything in Photoshop or Designer.