Fantastic post EQ. I want to highlight this part: As I also stated above, using masked tiling textures would allow for similar, if not higher, resolution as 1 massive texture AND it may come in cheaper in terms of texture memory budget at the cost of shader computation. Anyone on the fence, just test it out! Luckily in…
You're pretty much spot on. It was 120 2k and 4k textures per channel with lots of channels. The full texture set for a N'avi was about 10,000 textures. This is only ridiculous when you're never going to zoom into any part of the character. A full screen face shot rendered at 2k very quickly makes you appreciate having a…
Ok, some more math and science. So, this is what 4K actually looks like when mapped to a character's head that fills the frame, at 1080P. I've turned off mipping, filtering and anisotropic filtering so you can really see whats going on (with those on, the differences are further blurred, figuratively and literally). 4K is…
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…