Coming from a software engineering background and just out of curiosity, is there still any advantage of doing so in current gen projects? Not knowing much about draw call optimizations it just seems to me that by making a separate texture for a bullet you'll be able to reuse it for free in every situation in full detail…
I understand that it depends, but I still don't quite get the answer. From the comments it sounds like I'll understand once I learn how these engines work, but until then is it a good idea to include it in my mesh? It sounds like I should. Don't worry about all the tech stuff at this point; these are issues handled by…
Usually, the bullet would be textured twice, once as the full bullet (casing+bullet) in the main asset sheet for visibility during reloading animations and stuff like that. As mentioned above, there's virtually always some empty space in a UV layout to fit a bullet. If you were doing something like a revolver, you might…