Some engines don't support 1024x512. If you're just making stuff for your portfolio I wouldn't worry. If you're making assets for an engine in mind then I'd check.
I've read somewhere that square textures are better for engines that use streaming. This is quite trivial for portfolio work, but just thought id throw it out there. :p
The biggest advantage of 512x1024 over 1024x1024 is that it uses half the memory. The biggest advantage of 1024x1024 over 512x1024 is that it gives you double the pixels. Any other reasons for using or not using are going to be incredibly specific, and your tech team will tell if you you should or shouldn't use them. You…
Well, from what I know some CG doesn't like very much some hard ratio aspect (like 16x512) but most of them will handle without any problem something like 512x1024 or 256x1024. I guess most of the current game engine are not afraid of this type of texture now.
The GMotor 2 engine uses a lot of them; racing games built on it (GTR2, Race07, etc) often use 2048x1024 textures for vehicle bodywork textures. Grass, asphalt, etc are all 1024 or 512 or even 256 squares, but the two dozen or more (usually; I've run up to 55 in GTR2) cars all using 2:1 textures don't seem to cause an…
alright, so the answer is it works completely fine in game engines unless you're using mip map streaming? Looks like they have something called RIP maps, just like MIP but for un-uniformed textures like 1024x512. but they aren't supported in some low end video cards. so i guess that means we could be seeing these type of…