obviously larger sheets are more resorse intensive but my questions are as follows.
1: is it only the area on a texture sheet that is actually uvw mapped too( so any blank areas are not counted and dont impact resorces) that counts ie the actual square mm used precisely or is that irrelevant and its the full size of the sheet that counts when ever referenced by an objects uvw mapping..
2; is it a one time impact per sheet or does it get multiplied each time an objects uvw map references that sheet.
3: should pure colours be given their own individual sheet (ie 64 x64) or is it less resouse hungry to make a small square on a pre existing texture sheet and reduce the mapping to fit the square.
4: if the pure colour is to be used for a transparent texture is it best to keep all transparent or crome effects on one sheet for resource impact reasons
5: would one large packed texture sheet (ie 2048 X 2048) be less resorce hungry than 2 smaller (1024 X 1024) sheets
thanks to anyone who can shed some light on any of these
n
1: is it only the area on a texture sheet that is actually uvw mapped too( so any blank areas are not counted and dont impact resorces) that counts ie the actual square mm used precisely or is that irrelevant and its the full size of the sheet that counts when ever referenced by an objects uvw mapping..
2; is it a one time impact per sheet or does it get multiplied each time an objects uvw map references that sheet.
3: should pure colours be given their own individual sheet (ie 64 x64) or is it less resouse hungry to make a small square on a pre existing texture sheet and reduce the mapping to fit the square.
4: if the pure colour is to be used for a transparent texture is it best to keep all transparent or crome effects on one sheet for resource impact reasons
5: would one large packed texture sheet (ie 2048 X 2048) be less resorce hungry than 2 smaller (1024 X 1024) sheets
thanks to anyone who can shed some light on any of these
n
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