Hey guys I am working on a character that has a goatee and was wondering if it is justifiable to have the fur tiles on their own texture sheet. Yeah it is another texture call... but for straight portfolio work? Guess I just kinda wanted the fidelity in the hair rather than crunching the hair down to mush in the unwrap...
I didn't leave much room for them and I have already cast and rigged him
![:/ :/](https://polycount.com/plugins/emojiextender/emoji/twitter/confused.png)
Replies
Modifying the unwrap shouldn't affect the rigging/weighting, though, no?
Plus, Alpha can get pretty expensive on a bigger texture, so a 512 with an Alpha, with hair all pointing in one direction for Anistropy is all you need for decent looking hair.
Sometimes having a complex model with one small part having transparency can cause alpha sorting issues with itself. UDK handles this pretty well, but not all rendering engines do.
Also, having it on its own smaller map has its performance gains, even though your adding another texture lookup. Transparency is expensive, and even if you only have a single pixel that is supposed to be transparent on a texture, the renderer has to look at the transparency value of every single pixel. In that case, its kind of a waste to have a larger texture with a small area of transparency..compared to just having a smaller map for transparent objects.