Hey, I'm starting work on a pack of generic art assets for the Unity Asset Store, and I'm having difficulty wrapping my mind around how to optimize this in a broad sense. I know that the conventional wisdom is that, whenever possible, multiple objects should share the same texture and material (and be batched together if…
Sorry for the late reply. I've been working on these textures, trying to figure out how to create these shaders. There's so many possibilities that it's overwhelming. I'm not experienced enough to go with your first method Eric, at least make each texture look different that is. I don't know what I could do to add variety…
I'm working on some UDK stuff for university. I of course work at home on things and bring them home. Today I noticed how much better my textures seemed to look on the (better) university machines. I'm guessing that the UDK has decided that it would melt my computers brain (2 GHz Dual Core, 2 Gigs of ram) to show the…
Zylex, this is not about painting cleaner textures, although its one of the defining properties for handpainted textures I guess. Its more about WHAT you paint. So far, all your textures here look like: - um, ok. if I scratch here, then I think it should look like crack. maybe. You don't think. You need to know. If you…
Thanks for your reply. I don't think I'll be needing another channel. But would there be any profit in removing the alphas from two other textures and add them with my mask in a new texture? Then the new texture would be replacing 3 alpha channels. Still better to use the alpha? And I'll throw in another question about the…
Hi guys, Wanted to let everyone know that our website is finally up, and our first product is now available for purchase at http://insidious.pt/. Description: Amplify is a Virtual Texturing extension for Unity Pro that allows level artists/designers to use a huge amount of textures without worrying about texture memory…
Hey Polycount. I have been researching this topic for a while now, and I know that there are normally multiple ways to go about it. The context is that I'm practicing my modelling and texturing for non-stylized contemporary architecture assets, meant for a hypothetical fps game that has large open urban areas. By…
It's based mostly on how much re-use the textures can support. The chair textures for example can't be re-used on another model. The details are shape-specific. One way to figure it out... think about making the asset, and whether it can use a tiling texture or not. If it can, then you can reuse the texture elsewhere. Also…
Environment Texture Artist Blizzard Entertainment is looking for a highly skilled environment texture artist. The ideal candidate has experience painting textures for a diverse visual range of 3D environments. A solid grasp of form, color, and light for both 2D and 3D art assets is essential. The environment texture artist…
talking with our programmers a lot, it usually is bad to throw tons of small textures as it increases access time. but it really depends on the engine and the platform the result is heading to. there is no rule of thumb. but most engines the larger the list of textures and objects you give them to access the worst. (on the…