Right, this is what I think a well. But doesnt a 4k texture downscaled to a 2k texture look better then if authoring the texture at 2k initially? But I should be doing my downscale outside of engine instead on in engine? So if I know the texture is going to be no more then 2k in game, its best to export at 4k, downscale…
yes that. Working at double resolution allows you to add more detail and the downsampling will smooth out rough edges - it's particularly beneficial in painter/designer where resolution can affect the behaviour of certain nodes. Generally I find downsampling at export from Painter is 'good enough' and that going to…
interesting. ok thanks for clearing that up. and yeah, the engine was not Unreal when they were working in AAA, but when I was working with them we were using Unreal and they were still applying that logic.
I keep hearing people say to export all textures at 4k and downscale them in engine. Does this apply to things that I know will be using smaller textures like 256 or 512? Seems so many 4k textures will keep adding to project file size.
Had this topic come up lately. You don't want to import everything 4k into your engine project if this is for anything production related as this can lead easily to tenth to hundreds of unused GB of data. It is better to be on the point or slightly higher. Still you should be able to get higher resolutions out of your art…
even if you author at 4k and the level of downsample is not having a negative effect, you can export from say substance or what ever and do the downsample there, or most of it there, and not within the game engine project files to save project space. Authoring and importing a 4k set for something that's likely going to be…