Hey guys, I have an issue that has been nagging me.
I am going through my materials and textures in a package I am working with and I am trying to consolidate as much stuff as I can.
Regarding Emissive maps, what would be more efficient; embedding the map itself within the diffuse/normal's alpha channel (which I read can be expensive if abused; but results with less texture usage), or just keeping the map separate which will allow you to have a lower resolution? I am torn between the two and would like to know from the experts which method would be more optimal. Thanks!
Replies
Often times you can make some kind of encoded mask instead, and have one dxt1 for diffuse, and another dxt1 with emissive, spec, and gloss in the different channels.
Ultimately, it really depends on the context, the difference can be quite minor. If it's for a personal amateur project, it shouldn't matter so much, if it's production work you should just ask the engine team what they think is best in this case.
have you seen the handy tool epic made for this?
http://udn.epicgames.com/Three/ContentBlog.html#Cropped Emissive Assistant
@sprunghunt: Thanks for that link dude. That looks like a really neat and useful tool. Unfortunately I only have CS2 at the moment so I will have to wait till I eventually upgrade.
Brilliant stuff.