1.1) Yes. With some padding. It's not a bad idea to leave some free space for possible future changes. Obviously not that much, but I've often come to regret it when I left no space at all. Since not all parts of the car will change with different paint jobs, you probably could add three more paintjobs (if that's about…
Greetings, I'm making a car asset for use with game engines. Currently, I have a 256x256 texture map assigned, to give the car model a pixel art look. The car is meant to have a LOD variation model, and a separate interior view model. It will also have different paintjob options. The entirety of the car model is already UV…
I've packed the UVs manually, since pixel art textures on models that aren't pixel perfect need require a lot of precision and fine-tuning, which is why if possible I would rather not mess with the uvs. I have not baked the texture, I don't think it was necessary on such a low-poly / flat shaded (of sorts) pixel-painted…
Increase the size of 256x256 to 2kx2k using nearest pixel resampling . Make new UV set (channel) re-pack UV islands using automatic packer to new scale. if you already have normal maps switch of islands rotation . Bake into 1k x 1k . Downsize the texture to 128x128 using nearest . Ask chat GPT to make you a Python script…
Agreed about the selling aspect (or other people having to work with the texture down the line in general). The rebaking gnoop suggested was in regards to not having to move the texture elements around manually and reducing impacts from filtering + advice for normals just in case.
just use a rectangular map I'd urge against scaling bits down to a single pixel since the people buying your asset might want to modify the textures or add things like damage/patterns I'd also recommend just keeping everything very simple - anything clever you do can work against the person who buys it when they need to do…