How to decide texture resolution per asset instead of guessing
Texture memory is usually the largest single cost in a mobile or standalone VR build, and most projects set resolution by habit rather than by need. Think in texels …
Modelling, rigging, animation and real-time art pipelines.
Texture memory is usually the largest single cost in a mobile or standalone VR build, and most projects set resolution by habit rather than by need. Think in texels …
Almost everyone hits this. The model arrives 100 times too big, or lying on its face, or the rig imports with the wrong bone orientation. Scale. Blender and Unity bo…