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Texture memory/draw calls and techniques?

jordank95
polycounter lvl 8
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jordank95 polycounter lvl 8
I've been playing through Divinity OS:2 lately, and been in awe at a lot of the environment art. It's a gorgeous game. Im trying to decipher how a lot of this stuff was made, and from looking at artstation, it seems a lot of the props were kitbashed to make different versions of one another, mainly the wood props. But when I look closely at all of the structures in the game, it seems like a lot of things were sculpted. The top caps of walls (though the walls themselves have tiling textures), pillars, floors, stairs, etc. Seems like there are a lot of 0-1 textures happening throughout. 

I was working in an UE4 project recently where I was getting warning popups saying my texture memory was reaching its limit (with a 512 per meter texel density), and I didnt have nearly as many textures happening as I think I see in DoS:2. 

Are there some under the hood tips/tricks I should be looking out for? Does DoS:2 just use a lot of kit-bashing to limit texture memory?

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