ok I understand you have to use mental ray when your baking your maps, and im just doing defaults, but the maps arent coming out correct there like all dark for the most part and kinda grainy,I noticed theres some settings you can put in slected element unique settings tab, are there some magic numbers that make the maps…
Well I have a question about textures. What uses more memory, having 4 separate 512 x 512 textures used in game or one 1024 x 1024 texture? A similar scenerio I'm wondering about is what is more efficient, to use 8 256 x 256 textures and one 512 x 512 or just three 512 x 512 textures. I thought using fewer larger textures…
Hi, Thanks for your help.We use unity for development.Main issue we face is we have to compromise on texture quality a lot this also reduces quality of overall graphics.I got the concept of minimum alpha space or alpha.What should be target ratio for texture means 512 x 512 or something around 1024 x 1024 will work.For…
Thanks MeintevdS, I understand what you mean about the boilerroom and all of the pipes and cylinders. Ill be revisiting the things you have mentioned for sure :) Thanks Metalliandy, Where I get those numbers from was 512 x 3 down which is 1536 and 1024 x 5 across which would be the 5120. I just showed those numbers that…
Nope. Nothing worked there. I have no idea why. Do you have to make your own mipmaps? My LODBias is set to 0, and it still brings the textures down to 1024. It says the streamed texture size is 2048, but Max in-game is 1024. No idea why this is happening. edit: I just noticed in my texture editor that is says that the…
Hey everyone! So maybe it can be broken down to this. Main player character and bosses could use 2k maps for head and body, while lower characters like generic enemies and other NPCs cause use 1024 maps depending on how important they are? Also another thing i was wondering if I have a diffuse and normal thats in 2k and…
some updates on my texture. I'm gonna be going with a 1024 on the building and to save time I'm going to just put all of the other contents onto their own 1024, depending on time I might give them all their own small individual maps. Here is the wip of the building texture. I'm having some strange rendering issue on the…
Yea when I say double res (actually quad-res thanks to EQ), that normally means the final resolutions are 512, 1024 or in rare cases 2048. So I'm working at 1024 or 2048. 4096 doesn't' seem to be much of a difference when you drop it down. 8192 is just way too big and I honestly don't know what to do with that much…
It also depends on a bunch of other stuff: are you using OnGUI to draw the HUD, which is generally pretty expensive? Are you instantiating a lot of game objects within the scene? Lots of alpha transparency? Real-time lights? There's no "regular" budget, it depends entirely on what everything else in the game is using.…
This is a method to use BEFORE you spend time making nice uvs, this is what I used to do to get my base UVs before I started using textools: ok, you want 64px per meter as your density - what size texture will you use? A 1024x1024 texture is equal to 16m x 16m (1024 / 64). Therefore, if you want to texture an asset with…