This is something that has been on my mind for a long time everybody seams to agree that the proper way to describe a texture like this is a "tileable texture": by jessica dinh and the kind that gets combined together for batching/optimization are referred to as "atlas textures" by romy but what about the standard kind of…
Well, if you necessarily need to specify what type of texture it is, then aye 'uniquely unwrapped texture' pretty much always gets the point across, though then there's the question as to whether overlaps/mirrors would be allowed or not. So just... texture, works perfectly fine :x The tileable texture or texture atlas is…
Are texture atlas still used nowadays? I mean, I understand how making trim sheet textures (cramming 4/6 trims on a 512*512 texture) being useful, but doesn't actually cramming loads of textures on a gigantic map ends up being actually worse for the memory buffer and will cause loads of texture streaming problems?
Unique Textures or 1 to 1 mapped assets (when referring to the asset itself). And as far as I'm aware, we have nothing like Atlas Textures here at all. We do have trim textures though!