Hello, I always used 8 bit .png file format for all my assets. But I see some high quality assets use .tiff, .ddc or other file formats. I was wondering what file format should I use for what purpose, is there a guide? Please help.
Here's a point in favor of using 16 bit: if you need that depth, you keep it, and if you don't need it you can just downgrade it later to 8 bit (easily done with a batch process tool). This is a lossy process, so you can't do the opposite.
Most game textures are output at less than 8bit per channel but the compression algorithms (at least where I work) seem to respond better to 16bit inputs than they do to 8. The photoshop thing is a legitimate reason to not use png. I forget people still use the horrible bloody thing for texture generation
There is no such thing as a 16bit TGA, the format only supports 8 bits per channel. TGAs don't support compression or different bit depths per channel (24bit RGB, 32bit RGBA) and this obsolescence is precisely the reason it always works, no options to mess about with. In theory I would use PNG but I remember back in the…
There's a few important things to consider: 1. The bit-depth that you bake your source content at. Generally speaking, it's a good idea to bake at 16 bit so you have a very high quality input for your texture. 2. The bit-depth that you have for your working files in Photoshop, Painter, etc. Extra bit depth is helpful for…