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Question by roger0 · Oct 22, 2021 at 06:56 PM · textureuv mappinguv coordinatestextureingtexture atlas

More materials smaller texture size vs less materials bigger texture size

I am making assets for the Unity asset store. I am wondering what's the best approach to go about texturing to make it as optimized as possible.

If someone could give me a simple answer that would be great. But here is my view of the matter.

One large 2048x2048 texture for the object

Advantages

1.less materials to assign textures to

2.only one texture to bake details out in blender,

3.only one UV map to manage.

Disadvantages

1.possibility of performance hit for using bigger texture, but does using just one material balance it out?

2.Having only one UV map means texture space management is more important, which means you might end up diving into manual UV unwrapping and adjusting, instead of hitting the smart UV button and forgetting about it. Larger details might be getting robbed of pixels by tiny details that are barely seen.

Multiple 1024x1024 textures

Advantages

  1. Don't have to cram everything onto one UV space.

  2. All meshes are not sharing the same UV space, which means there not as much tug of war between large details not getting enough space vs small details getting too much space.

Disadvantages

  1. More materials = more textures = more parts to manage.

  2. Having to bake out details for all textures individually, including for sub channels like diffuse,roughness,normal,etc.

  3. more textures = more materials = bigger performance hit vs one 2048 texture?

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