4k imag textures is to large
next gen consoles
4k image texture maps ..... should we cater when selling texture maps or is 4k images texture to large what s people thoughts on the subject
All my textures are 4K by default, but I do supply separate downloads of resized textures at 2K and smaller if people wish to use those instead. Some of my models have 100 4K textures spread over colour, normal and alpha maps. 4K is probably excessive for a game engine, but doesn't seem to cause issues elsewhere so I would say 4K is the way to go, but perhaps with downsized options. Only a small percentage of customer download my 2K texture variations and virtually no one downloads the smaller ones.
The thing with consoles is that there is always some type of texture compression wich will decrease resources demands. Selling models with only 4k texture here on cgt in my opinion is not that good because only author of the texture can downsize that so it can look good, otherwise there will be quality loss if customer himself try to downsize that, so overall product can get bad impression. The best thing is to have multiple texture sizes , 2k and 4k is enough , sometimes 1k depending of what is the purpose of the model.
good idead then to keep all textures ... what size is 4k texture tileable ..... would make the same size as the monitor 4096 by 4096 is a 4k texture ....... best to develop all textures as read above 4l and 2k even 512
when using photoshop when ever downscale it look s same to the naked eye, it does have compression which downscaled and remove pixels ... any thing that made smaller has to have less data
I always provide textures in 4096x4096 these days for "hero" models. Especially if there's any chance it could be seen up close. Only exception might be object intended for distant shots (background mountains, landscapes, buildings, etc).
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