imu333 Posted March 22, 2014 Share Posted March 22, 2014 I'll start UV mapping my armor soon and I'd like to know this following thing; Is it better to use multiple small texture maps or just squeeze everything into one big map?I know that more textures = more drawcalls, but does it matter when were talking about armor and does it affect the performance? Help appreciated! :thumbsup: Link to comment Share on other sites More sharing options...
TrickyVein Posted March 22, 2014 Share Posted March 22, 2014 (edited) Following the example set by vanilla, every single armor that I've looked at uses typically a single texture. Static world objects, however make use of several. It probably isn't very optimized this way, but I guess they figure that if the same textures are used across a variety of different objects then it doesn't matter if any one of them references 11 or more if it's the same 11 textures used to texture everything. I can't say anything quantitative about the impact on performance that using multiple textures for an armor piece would have, but following principle it would seem fewer is better. Edited March 22, 2014 by TrickyVein Link to comment Share on other sites More sharing options...
imu333 Posted March 23, 2014 Author Share Posted March 23, 2014 Alright, I'll stick to fewer maps, thanks! :) Link to comment Share on other sites More sharing options...
luthienanarion Posted March 23, 2014 Share Posted March 23, 2014 One thing to keep in mind is that objects with different textures cannot be combined into a single NiTrIShape and will be separated (and possibly given strange names) upon exporting. You may have to rename those objects in NifSkope afterward to fix first-person rendering. (All objects that are not to be rendered in first-person must be named "UpperBody" or a derivative, and the arms must be named "Arms" or a derivative in order to be rendered.) Link to comment Share on other sites More sharing options...
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