Hi there, I have recently moved into texturing for games and wondering what is the margin of black pixels (Dead pixels) when texturing. As I find mixed up opinion regarding covering up the entire texture space with color info vs unwrapping objec UV in large chunks to cover 0 to 1 UV space more. So I would like to know your…
My bad I appreciate your feedback, but I think i ddint explain it properly what i wanted to talk about. Its the concept of using all pixels when textuing for games, like 1024x1024 texture sheet (above posted) VS texture for one object (above).
If it helps you visualize the dead space needed around the edges you can save as a DDS then load back into photoshop with show mip chain enabled. The game uses these mips to try and keep a 1 to 1 texture to screen pixel ratio so you can see how big the texture will be on screen when it starts to break down (this effect is…