This has really been bothering me when I look at other peoples work for demos, how big is too big with your texture sizes? I know for smaller objects a 256x256 would be a maximum resolution but say for a hotel in a city would it be best to go as high as 1024x1024 or should it be a 512? Are there any sort of standards I should be looking into setting up for my demo reel?
(If it makes any difference on textures I am most interested in working with EA/Radical Entertainment).
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If you have a non-tiling 256 covering a large prop of let's say a large dumpster, and the player can walk right up to that prop, you're going to have issues. On a high def screen, that 256 or more likely only a portion of it will be covering one entire side of the dumpster. And if I am right next to it, that prop could be displayed at 1920x1080 (HD), where it will break down severely.
Work bigger than you need to play it safe. Check the stuff in-game, and if the texture sizes are excessive, then downsize them.
As jeffro mentioned, maintaining a consistent texel density can be a good thing.
You also have to think about how much memory you'd be alotted per scene. Although its current gen, PS2 is a good example of memory usage. You're sometimes only given 1mb to do an entire building...
side objects like gun holsters etc 128.. is this right or should i change my ways of thinking?