Hey guys, how things are going on with non-square UV maps (ex. 1024x2048) these days:)
Basically talking about this technique (
http://polycount.com/discussion/65234/rectangular-uv-map/p1) I am particularity interested if it is used for UE4? Does the use of 1:2 texture can cause some problems, for example with mip-mapping, vertex-paint or some other stuff that I am not even aware of?
Also, Is it the lower texture file size the only benefit of using non-square uv?
Cheers!
Replies
Some information may make more sense to put in non-square textures, on a per-case basis. Off of the top of my head, maybe text, sky HDR Images, some flipbooks or other sequences of images, texture atlasses.
Thank you guys for the info and explanation!