ive heard of atlas being used for realtime generated 'swatch' textures, with each swatch being uniquely unwrapped like a character--(for like, MMO armor combo permutations), but usually I've used the term for a large texture with swatches of tiling textures. Usually weve planned these doubletall, or even quadruple tall…
Haha, awesome. I'm so guilty of filenames like that. I should never put 'Finished' or 'New' in my filenames, because it always becomes a lie. I think the question in the OP itself has been pretty much covered, most people just call it a 'texture' or 'uniquely unwrapped texture' if they need to get specific, from what I've…
I've always referred to them as "uniquely unwrapped textures", and people seem to understand what it means. I've also heard many other people at my work use the same.
Well yeah, granularity is bad for draw calls budget, but how big of textures are we talking about here? 2ks? Nevertheless, balance is always the key for performance. sorry for derailing the thread.
Tiling = 4x4 tiling Combined = Mutiple textures combined by script for memory Unique = Maps that only can be used for one specific mesh (or family of that mesh) Trimstrip = Usually Modular use. You unwrap the modular pieces to a set UV layout of that tileset. Usually trimstips and tiling that required mesh division Atlas =…