Base your texture size on the texel density and size of your surfaces. First determine how many pixels/m you'll want by testing, allocating your memory budget etc. For example, Rainbow Six Siege uses 1024 texels per meter, so a 2048x2048 texture would cover 2x2 meters. Some materials allow more repetition without creating…
It's up to you, actually. 1 meter for a game like micro machines is one thing, 1 meter for sim city is another. Depends on how far things are from the camera and other things. For a handheld 1st person shooter where you see the walls from very close up, I'd make each meter be 128 pixels for example. Maybe even 256.
Hello everyone. I have a question that I haven't really found the answer to via google & such. How do you determine what size texture map to use when creating a poly mesh for something such as a mobile game or PSP spec system. For example, if i create a grid that is 8x8 (1 grid box = 1 meter) that would represent a street…