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Multiple small texture maps vs one big texture map


imu333

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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:

 

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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 by TrickyVein
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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.)

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