Having the head separate is certainly not out of the ordinary, generally though I like to keep everything on one texture, a few reasons why: Pros for 1 texture A. Simplicity sake B. Less materials, less draw calls etc C. Easier to get a seamless model when you don't have a texture split with multiple maps, more important…
I'm not sure of the cost in terms of rendering/shader performance, I was talking specifically about VMEM. IE: Adding an extra 512x512 diffuse+alpha, 24 bit spec, and normal map is the same memory hit as simply using a 1024 with alpha and 1/4th the VMEM cost of a 2048 with alpha.
It depends, sometimes other stuff can be stored in the Diffuse alpha channel, like some specular map if you're not using colored specular. Often times I prefer to use a separate smaller map for alpha, and if you only have alpha on a small portion of your model, it can be interesting (more optimized + better quality) to…
Hey everyone! So maybe it can be broken down to this. Main player character and bosses could use 2k maps for head and body, while lower characters like generic enemies and other NPCs cause use 1024 maps depending on how important they are? Also another thing i was wondering if I have a diffuse and normal thats in 2k and…
Hey man, thanks for the response! So I should just make him 1024 for the body for what would be the diffuse (with AO baked in) and the normal, and same for the head right? That should cut down significantly on texture space. I was thinking that 2k maps were a bit over kill. Theres no real reason I have it as two separate…