hey guys
I understand this answer may change depending on engines etc but I am lookign for a general rule...if there is such a thing and general way of thinking when doing such things.
Basically I have me a plant,its in a pot,has a stork,then of course the branched/leaves as planes.
My question is How should I go about mapping this?
Should I cram it all onto 1 texture map and use alphas where nessary,or should i do the leaves on a small dedicated texture with alpha applied and the pot on a seperate texture map (I have found however this wastes alot of texture space on the map and I can't see a way around it)
Thanks for any advise.
John
Replies
I think doing it on 2 different textures would only really become an issue on console games since they usually have limited texture budgets, so you wouldn't want to use alpha on a large texture if only a small part of it actually "needed" it.
That's what I think anyway.
But if I model in the backfaces, and I'm only using alpha-test (1-color hard-edged alpha), then I find it's better to stick everything into one texture.
Malcolm this plant was for my demo reel,before I canned that until my drawing/sketching improves....so its acturally now just a general modelling/exsperience gaining exercise.
Hopefully ill get round to putting a BIG update on my site,which will include these attempts at organic matter...hehe.
Cheers
john