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Asset Pack Textures

Chrismartinartist
polycounter lvl 5
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Chrismartinartist polycounter lvl 5
Hello,

I just wanted to ask what the best practice is with regard to texturing for asset packs for sales. For example I'm working on a pack for a Blacksmith shop, a lot of the items are quite small, tools etc, and are mainly a mix of woods/metals.

Am I best texturing individually (per asset), or having one set of maps that everything uses?

Thank you.

Replies

  • Eric Chadwick
    Considering mostly these assets will be used together, then the fewer textures the better. 

    I would do a mix of trim sheets (for repeating forms) and a few unique textures as needed for specific shapes.
  • Noren
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    Noren greentooth
    You could offer both if you think customers might want to use them separately and feel like it's worth your time.
  • Ghogiel
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    Ghogiel greentooth
    A mix. Simply using a tiling texture for each mat type would work, but it's low effort and kind of meh looking a lot of the time.

    For a load of props, unique/atlased RGB masks might be worth considering. So a mix of generic tiling materials, with a mask to blend them with context to the object. an example for metal it might be layered like this> base metal tile textures> mask R channel to add rust (tilings texture)> mask G for edge wear (could be just metallic rough and color changes in the shader to save on textures)> mask B channel dirt layer ( metallic rough and color). you could also add AO to a channel in the mask as well if you wanted.
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