I mean you can measure the image size in centimeters for example. When I view a 1k image in ps and I switch the unit to centimeters, it says the 1k^2 (pixels)image is 36,12 centimeters^2. When I have a one centimeter^2 image and I switch the units to pixels, it says its 28x28 pixels.
Yeah I saw that pdf from the shader technology behind that game, it was really interesting. But the baking down doesn't sounds good because you loose the resolution. Then I don't really see reason for doing the layering. There is an example that I forgot yestarday, but its in my head again, so I write it down, I think its…
This next generation will be less about single massive texture sizes, and more about multiple smaller textures blended together in the shader. I suspect very few things will just be explicitly a 4096^2 texture as there are ways to do it now via material blending which can be similar in cost but 'infinite' resolution. With…
isn't that statement a bit misleading? if you unwrap a 4k texture on a mesh (or if you use it as an atlas of sorts), the on screen texel resolution changes dramatically depending on the shape and complexity of the mesh. more uv isles means more loss of actual space and long shapes or just big areas are different than using…
Certainly, textures size should be set on a per case basis, and factors like the size, complexity, importance of item and viewing distance need to be taken into consideration. The previous example of a character's face that will be seen up close in a cinematic is a good example (as long as the texture density isn't…